The Adeptus Astartes are the Imperium’s Angels of Death. They descend from the skies upon trails of fire to bring swift and bloody destruction to the enemies of Mankind, sweeping the corruption of Chaos and the spoor of the xenos foe from the galaxy with bolter and chainsword. No conquest is beyond them, for they are the Space Marines, and they know no fear.

This section contains all of the datasheets that you will need in order to fight battles with your Space Marines miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Space Marines units – these are described below and referenced on the datasheets.

Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesCodex9Indomitus 1.3February 2022
  The Balance Dataslate
  The Balance DataslateRulebook9Q3June 2022
  Munitorum Field Manual 2022 Mk II
  Munitorum Field Manual 2022 Mk IIExpansion9June 2022
  Horus Heresy: Kratos
  Horus Heresy: KratosDatasheet9June 2022
  War Zone Nachmund: Rift War
  War Zone Nachmund: Rift WarExpansion9May 2022
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.5May 2022
  War Zone Nachmund: Vigilus Alone
  War Zone Nachmund: Vigilus AloneExpansion9Indomitus 1.0March 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  Salamanders
  SalamandersSupplement8Indomitus 1.2February 2022
  Ultramarines
  UltramarinesSupplement8Indomitus 1.4February 2022
  Warzone Octarius – Book 1: Rising Tide
  Warzone Octarius – Book 1: Rising TideExpansion9Indomitus 1.1February 2022
  Deathwatch
  DeathwatchCodex Supplement9Indomitus 1.1February 2022
  Warhammer Store Anniversary 2022: Primaris Company Champion
  Warhammer Store Anniversary 2022: Primaris Company ChampionDatasheet9January 2022
  Black Templars
  Black TemplarsCodex Supplement9Indomitus 1.0November 2021
  Index Astartes: Wolfspear
  Index Astartes: WolfspearWhite Dwarf9September 2021
  Torchbearers Crusade Force
  Torchbearers Crusade ForceWhite Dwarf9July 2021
  Iron Hands
  Iron HandsSupplement8Indomitus 1.2June 2021
  Index Astartes: Tome Keepers Crusade Rules
  Index Astartes: Tome Keepers Crusade RulesWhite Dwarf9June 2021
  Dark Angels
  Dark AngelsCodex Supplement9Indomitus 1.0March 2021
  Index Astartes: Exorcists
  Index Astartes: ExorcistsWhite Dwarf9March 2021
  Black Library Celebration 2021: Uriel Ventris
  Black Library Celebration 2021: Uriel VentrisDatasheet9February 2021
  Blood Angels
  Blood AngelsCodex Supplement9Indomitus 1.0January 2021
  Index Astartes: Emperor’s Spears
  Index Astartes: Emperor’s SpearsWhite Dwarf9January 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Space Wolves
  Space WolvesCodex Supplement9Indomitus 1.0December 2020
  Imperial Fists
  Imperial FistsSupplement8Indomitus 1.1October 2020
  White Scars
  White ScarsSupplement8Indomitus 1.1October 2020
  Raven Guard
  Raven GuardSupplement8Indomitus 1.1October 2020
  Index Astartes: Silver Templars
  Index Astartes: Silver TemplarsWhite Dwarf9September 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Index Astartes: Tome Keepers
  Index Astartes: Tome KeepersWhite Dwarf8May 2020
  Warhammer Legends: Space Marines
  Warhammer Legends: Space MarinesDatasheet8December 2019
  Warhammer Legends: Legion of the Damned
  Warhammer Legends: Legion of the DamnedDatasheet8December 2019
  Index Astartes: Blood Ravens
  Index Astartes: Blood RavensWhite Dwarf8July 2019
  Index Astartes: Crimson Fists
  Index Astartes: Crimson FistsWhite Dwarf8January 2019

FAQ

Expansion: Imperium Nihilus: Vigilus Defiant

Q:When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
Q:If a unit makes a shooting attack outside of the Shooting phase (such as a Soulburst action in the Fight phase) against a Liberator Strike Force unit, can it retaliate with the Paragons of Dorn Stratagem?
A:
No.
Q:If High Marshal Helbrecht is part of a Sword Brethren Specialist Detachment, can he have the Master Swordsman Warlord Trait from that Detachment?
A:
No. High Marshal Helbrecht must always have the Oathkeeper Warlord Trait as detailed in Codex: Space Marines.
Q:Is the Vengeful Arbiter a bolt weapon, for rules that interact with such weapons (e.g. the Bolter Drill Stratagem)?
A:
Yes.

Supplement: Raven Guard

Q:If I use the Stranglehold Stratagem and I also have a Callidus Assassin in my army, how do I resolve the Stratagem and the Callidus Assassin’s Reign of Confusion ability (assuming the Assassin’s Reign of Confusion ability is in effect)?
A:
Each is rolled for separately, so if your opponent spends Command Points to use a Stratagem, you would roll one D6 for the Stranglehold Stratagem (needing a 5+) and one D6 for the Reign of Confusion ability (needing a 4+). Your opponent would have to spend one additional Command Point for each successful roll.
Q:If I give a PHOBOS CHARACTER the Marksman’s Honours Warlord Trait, and then give that Character the Korvidari Bolts, when shooting a korvidari bolt with a bolt weapon that model is equipped with, is the weapon considered to be a Relic?
A:
No.

Supplement: White Scars

Q:Can any of the datasheets in this supplement be from a successor Chapter?
A:
No. These datasheets and named characters can only be from the White Scars Chapter.
Q:Is the Eternal Hunt Stratagem considered to be an ‘unless specified otherwise’ rule for the purposes of Combat Doctrines?
A:
Yes. The Armour Penetration characteristic bonus from Combat Doctrines is cumulative with the bonus gained from that Stratagem.
Q:If a WHITE SCARS TRANSPORT unit moves and a unit embarked upon it disembarks as a result of the Lightning Debarkation Stratagem, can that disembarking unit then move?
A:
Yes.
Q:Does Lightning Debarkation allow a unit to both embark and disembark in the same turn?
A:
No.
Q:If I use the Encirclement Stratagem to set up a WHITE SCARS TRANSPORT unit in outflank instead of setting it up on the battlefield, when that unit is set up on the battlefield at the end of any of my Movement phases, can I choose for units embarked within it to disembark that phase, be it normally or as a result of any rules that allow them to disembark after the unit has moved (e.g. Assault Vehicle, Lightning Debarkation)?
A:
No.
Q:If I select a weapon with more than one profile for the Master-crafted Weapon Special Issue Wargear (e.g. a plasma pistol), does the increased Damage characteristic apply to all profiles of that weapon, or must I select which profile of that weapon is improved?
A:
Add 1 to the Damage characteristic of all profiles of that weapon. Note that weapons with similar names but listed separately in the weapons table, such as boltstorm gauntlet (melee) and boltstorm gauntlet (shooting) are considered separate weapons, rather than the same weapon with different profiles.
Q:Are Relics that have the same name but are found in different supplements considered to be the same Relic? For example, Artificer Armour can be found in both Codex Supplement: Ultramarines and Codex Supplement: White Scars.
A:
Yes, they are considered to be the same.

Codex supplement: Space Wolves

Q:The ‘crushing teeth and claws’ weapon says that the bearer ‘makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon,’ but Canis Wolfborn’s Born of Wolves ability allows a model to make an additional attack with such a weapon. How many attacks would a model affected by this ability make with its crushing teeth and claws?
A:
Four. The Born of the Wolves ability takes precedence over the weapon’s.

Codex supplement: Blood Angels

Q:If the Sanguinor was set up in a location other than the battlefield, can it use its Miraculous Saviour ability in the first battle round of a battle from a mission pack that restricts units from arriving on the battlefield during the first battle round?
A:
No.
Q:If I choose a VEHICLE CHARACTER model such as a Librarian Dreadnought to be my Warlord and I give it the Artisan of War Warlord Trait, does that Warlord Trait take precedence, allowing me to give the model one of the Special-issue Wargear Relics listed?
A:
No. A VEHICLE CHARACTER model would gain no benefit from that Warlord Trait.
Q:The Angel’s Sacrifice Stratagem is used and an enemy unit containing ten models is selected to fight. Only one model in that unit is within Engagement Range of the CHARACTER unit selected for Angel’s Sacrifice. That one model must target that CHARACTER unit, but what about the other nine models – are they free to target another eligible unit, or are they prevented from attacking entirely?
A:
They are free to target another eligible unit.
Q:The ‘To Slay the Warmaster’ Death Vision is used instead of making any attacks. Is that just the model with the ability that cannot make attacks, or is it also the enemy INFANTRY CHARACTER or MONSTER CHARACTER model?
A:
It is just the model with the ability.

Codex supplement: Dark Angels

Q:When using the Paragon of the Chapter Stratagem to give a model an additional Warlord Trait, can the player select one of the Ravenwing or Deathwing Warlord Traits to give them?
A:
Yes, assuming the model has the required keywords.

Codex supplement: Black Templars

Q:When a unit gains the effects of another vow through the Fervent Acclamation litany, is that unit also affected by that vow’s Passion?
A:
Yes.
Q:Do Black Templars armies also have access to the rules found in Codex Supplement: Imperial Fists?
A:
No.

Codex supplement: Deathwatch

Q:When using the Brotherhood of Veterans Stratagem, can I select a Successor Chapter Tactic?
A:
No, you can only select one Chapter Tactic or one Successor Tactic. A Successor Chapter Tactic comprises two Successor Tactics and so cannot be chosen.

Codex: Space Marines

Q:If a full strength Space Marine squad that has an upgrade, such as a Teleport Homer, an Armorium Cherub or a Watcher in the Dark, uses the Combat Squads ability to split into two separate units, can only one of those units use that ability and do I have to declare which of those units gets to use that ability when the unit splits up?
A:
If a unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer/Armorium Cherub/Watcher in the Dark ability. You do not have to declare which unit will get to use that ability when the unit splits up – either unit can use that ability during the battle. Once used, we recommend removing any model used to represent the Teleport Homer/Armorium Cherub/Watcher in the Dark as a reminder that the ability has now been resolved.

Supplement: Salamanders

Q:Can I use the Born Protectors Stratagem to fire Overwatch with another unit if the unit being charged is unable to do so?
A:
Yes.
Q:If I use the Strength of the Primarch Stratagem to affect a model equipped with the Drake-smiter Relic, what is the Damage characteristic of this weapon if I make an unmodified wound roll of 6?
A:
The Damage characteristic would be 9.

Supplement: Ultramarines

Q:Can the Honoured Sergeant Stratagem be used to give Sergeant Chronus a Relic from the Special-issue Wargear Relics?
A:
No.
Q:Can any of the datasheets in this supplement be from a successor Chapter?
A:
No. These datasheets and named characters can only be from the Ultramarines Chapter.
Q:Is the Tactical Expertise Stratagem considered to be an ‘unless specified otherwise’ rule for the purposes of Combat Doctrines?
A:
Yes. The Armour Penetration characteristic bonus from Combat Doctrines is cumulative with the bonus gained from that Stratagem.
Q:If I select a weapon with more than one profile for the Master-crafted Weapon Special Issue Wargear (e.g. a plasma pistol), does the increased Damage characteristic apply to all profiles of that weapon, or must I select which profile of that weapon is improved?
A:
Add 1 to the Damage characteristic of all profiles of that weapon. Note that weapons with similar names but listed separately in the weapons table, such as boltstorm gauntlet (melee) and boltstorm gauntlet (shooting), are considered separate weapons, rather than the same weapon with different profiles.
Q:Does the Martial Precision Stratagem affect all attacks made by a weapon, or just one attack?
A:
Martial Precision applies to a single attack made with that weapon.
Q:If Sergeant Chronus has a Warlord Trait, does it apply to the ULTRAMARINES VEHICLE he commands?
A:
Yes. Note that it would still apply to the Sergeant Chronus model when he is set up as a result of the ULTRAMARINES VEHICLE model he commands being destroyed.
Q:If the ULTRAMARINES VEHICLE that Sergeant Chronus commands is destroyed, is the Slay the Warlord victory condition, and other similar victory conditions that refer to the Warlord, achieved?
A:
No. The victory condition is achieved only if the Sergeant Chronus model that is set up as a result of that ULTRAMARINES VEHICLE being destroyed is also subsequently destroyed.
Q:If the vehicle Sergeant Chronus is commanding is destroyed and he survives, can he assume command of another vehicle?
A:
No.
Q:Are Relics that have the same name but are found in different supplements considered to be the same Relic? For example, Artificer Armour can be found in both Codex Supplement: Ultramarines and Codex Supplement: White Scars.
A:
Yes, they are considered to be the same.
Q:When I use the Defensive Focus Stratagem, if I do not select a unit that is a target of a charge, can it fire Overwatch as well as the selected units?
A:
No. If a unit is not selected for this Stratagem, then other rules must be used in order for it to fire Overwatch, for example the Fire Overwatch Stratagem.

The <CHAPTER> Keyword

Every datasheet in this codex has the <CHAPTER> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All ADEPTUS ASTARTES units are drawn from a Chapter. When you include such a unit in your army, you must nominate which Chapter it is from and then replace the <CHAPTER> keyword in every instance on its datasheet with the name of your chosen Chapter. This could be one of the Chapters detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a Captain in your army, and you decide he is from the Blood Ravens Chapter, his <CHAPTER> keyword becomes BLOOD RAVENS and his Rites of Battle ability reads 'While a friendly BLOOD RAVENS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of l.’

If your army is Battle-forged, you cannot include units from two different Chapters in the same Detachment.

Non-Codex Compliant Chapters

You cannot select Grey Knights or Legion of the Damned when nominating which Chapter a unit is from. In addition, the following restrictions apply:
  • Black Templars: LIBRARIAN units cannot be from the Black Templars Chapter.
  • Dark Angels: STERNGUARD VETERAN SQUAD and VANGUARD VETERAN SQUAD units cannot be from the Dark Angels Chapter (or any of their successor Chapters).
  • Deathwatch: The following units cannot be from the Deathwatch Chapter: ASSAULT SQUAD; ATTACK BIKE SQUAD; BIKE SQUAD; DEVASTATOR SQUAD; STERNGUARD VETERAN SQUAD; TACTICAL SQUAD; SCOUT units.
  • Space Wolves: The following units cannot be from the Space Wolves Chapter (or any of their successor Chapters): APOTHECARY; ASSAULT SQUAD; DEVASTATOR SQUAD; STERNGUARD VETERAN SQUAD; TACTICAL SQUAD; VANGUARD VETERAN SQUAD.

Successor Chapters

Some rules refer to successor Chapters. If your unit is not from the Deathwatch or a First Founding Chapter (Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard), it is from a successor Chapter, and you must decide which of the aforementioned First Founding Chapters it is a successor of. If the successor Chapter you have chosen is one established in the background, its founding Chapter will often be known (e.g. the Howling Griffons Chapter is a successor of the Ultramarines).

If your successor Chapter does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, it is a successor of the Chapter whose Chapter Tactic you selected. Otherwise, select a First Founding Chapter that best fits your Chapters character. In any case, write down on your army roster which of the First Founding Chapters your Chapter is a successor of.

Abilities

A units datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

Bolter Discipline

To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY (excluding CENTURION models) and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.

Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.

Black Rage

When a Blood Angels battle-brother succumbs to the Black Rage, their doom is assured. Yet before they fall, their murderous ferocity, inhuman strength and near supernatural resilience make them a terrifying threat to any enemy who dares stand in their path.

  • In your Movement phase, each time this unit is selected to move, it cannot Fall Back.
  • Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
  • Each time a model in this unit would lose a wound, roll one D6: on a 6 that wound is not lost.
  • This unit cannot perform any Actions.

Death Visions

As the deeply ingrained memories of Sanguinius’ final battle flood the mind of a warrior lost to the Black Rage, they believe they are the Primarch himself, confronting the Arch-traitor.

Once per battle, when this model is selected to fight, it can use one of the Death Visions listed below. The same Death Vision cannot be used more than once per battle.

On the Bridge of the Vengeful Spirit

Entering the bridge of the Arch-traitor’s flagship, all that stands between the warrior and Horus are a host of Traitor Legionnaires.

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are visible to it. If a model uses this Death Vision, then until that fight is resolved:
  • Add 1 to that model’s Attacks characteristic for every 5 enemy models that are within 6" of it.
  • Each time that model makes an attack, you can re-roll the hit roll.

The Grace of the Angel

Horus prepares to deliver the final strike against his brother, but when the fatal blow lands, his weapon somehow shatters against Sanguinius’ golden breastplate. The Blood Angels’ Primarch still lives and, with renewed hope, the duel continues...

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are within Engagement Range of it. If a model uses this Death Vision, then until the end of that turn, this model has a 3+ invulnerable save.

To Slay the Warmaster

Striking at a chink in the Warmaster’s armour, this warrior attempts to land a killing blow to end the heresy in its tracks.

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are within Engagement Range of it. If a model uses this Death Vision, then instead of making any attacks for that fight, both players roll off. If you win, select one of those enemy models: that model suffers D3+3 mortal wounds.

Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Jink

The Ravenwing are undisputed masters of mounted combat, and make for fast-moving targets that are difficult to draw a bead upon.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
  • Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
  • Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks.

Special-issue Ammunition

The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.

Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:
  • Dragonfire Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.
  • Hellfire Rounds: Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.
  • Kraken Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, add 6" to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by the Combat Doctrines ability).
  • Vengeance Rounds: Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.

Mixed Unit

When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.

If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value.

For the purposes of the Bolter Discipline ability, performing actions, the Deathwatch teleport homer wargear, and for determining which models can embark within a TRANSPORT model, the following rules apply:
  • Deathwatch Terminator and Terminator models have the TERMINATOR keyword.
  • Veteran Biker models do not have the INFANTRY keyword and instead have the BIKER keyword.
  • Vanguard Veteran models with jump packs have the JUMP PACK keyword.
  • Inceptor models have the JUMP PACK keyword.
  • Outrider models do not have the INFANTRY keyword and instead have the BIKER keyword.
Vanguard Veterans with jump packs and Inceptors can move across terrain as if they have the FLY keyword.

Note that for the purposes of interacting with terrain features, if this unit contains at least one INFANTRY model, all models in this unit are treated as INFANTRY, even if this unit contains any BIKER models that might behave differently or have specific restrictions whilst interacting with a terrain feature.

Designer’s Note: This is a slight abstraction that means that a BIKER model in a mixed unit behaves slightly differently to BIKER models in other units, but it helps to minimise unusual and complicated effects that could come about from forcing one model from a unit to move and benefit from cover in a different way to other models from the same unit.

Berserk Charge

Still revelling in their transhuman adaptations, a Great Company’s aggressive young warriors plunge headlong into battle in a furious display of innate talent, rigorous conditioning and recklessness.

If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding WOLF GUARD models) in this unit.

Headstrong

Unless tempered by the wise growls of a veteran, young blood claws eager to prove themselves will gladly plunge into any foe they can reach.

If this unit does not contain a WOLF GUARD model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.

Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".

Martial Legacy

If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.

Deployment Abilities

The following abilities, which are used during deployment, are common to many ADEPTUS ASTARTES units.

Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Weapon Definitions

Some rules refer to ‘bolt weapons’, ‘flame weapons’, ‘melta weapons’ or ‘plasma weapons’. The definitions of these weapons for the purposes of such rules can be found below:

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (bolt rifle, boltstorm gauntlet, storm bolter etc.), and any Relic that replaces a bolt weapon (e.g. Primarch’s Wrath). Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons. If a bolt weapon has a shooting and melee profile, rules that apply to bolt weapons only apply to the shooting profile of that weapon. Note that the following weapons found in Codex supplements are also bolt weapons:
  • Blackout
  • Blood Song (master-crafted boltgun profile)
  • The Deliverer
  • Dorns Arrow
  • Gauntlets of Ultramar
  • Vigil spear
  • Gorgon’s Wrath
  • Infernus (master-crafted boltgun profile)
  • Lion’s Wrath (master-crafted boltgun profile)
  • Quietus
  • Auto-flamer (auto bolt rifle profile)
  • Auto-plasma (auto bolt rifle profile)
  • Ferocity (bolt rifle profile)

Flame Weapons

A flame weapon is any weapon whose profile includes the word ‘flame’ (flamer, flamestorm gauntlet, heavy flamer etc.), any Relic that replaces a flame weapon, and any incendium cannons. Rules that apply to flame weapons only apply to the flamer profile of combi-flamers, and the flamer profile of Relics that replace combi-flamers. If a flame weapon has a shooting and melee profile, rules that apply to flame weapons only apply to the shooting profile of that weapon. Note that the following weapons found in Codex supplements are also flame weapons:
  • Drakkis
  • Gauntlet of the Forge
  • Infernus (flamer profile)
  • Auto-flamer (flamer profile)
  • Pyre pistol
  • Pyreblaster

Melta Weapons

A melta weapon is any weapon whose profile includes the word ‘melta’ (meltagun, melta destroyer, multi-melta etc.), any Relic that replaces a melta weapon, and any inferno pistols. Rules that apply to melta weapons only apply to the meltagun profile of combi-meltas, and the meltagun profile of Relics that replace combi-meltas. Note that the following weapons found in Codex supplements are also melta weapons:
  • Blood Song (meltagun profile)
  • Ferocity (meltagun profile)

Plasma Weapons

A plasma weapon is any weapon whose profile includes the word ‘plasma’ (plasma gun, plasma pistol, heavy plasma cannon etc.), and any Relic that replaces a plasma weapon. Rules that apply to plasma weapons only apply to the plasma gun profile of combi-plasmas, and the plasma gun profile of Relics that replace combi-plasmas. Note that the following weapons found in Codex supplements are also plasma weapons:

Relic Bearer Upgrades

Relic Bearer upgrades are considered Relics for the purpose of rules that apply to bolt weapons, flame weapons, melta weapons or plasma weapons.

Chapter Command

If your army is Battle-forged and includes any ADEPTUS ASTARTES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any of the following ADEPTUS ASTARTES CHARACTER units in your army: CAPTAIN, CHAPLAIN, LIBRARIAN, TECHMARINE, APOTHECARY, ANCIENT, COMPANY CHAMPION.

Each time you upgrade one of the aforementioned units, its Power Rating is increased, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

Each time you upgrade a unit, it gains a new keyword, as shown in the Chapter Command Keyword column of the table below. It also gains one or more additional abilities, as shown in the appropriate section below, as well as access to bespoke Warlord Traits and Relics (these are considered to be Chapter Relics for all rules purposes). These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.

A Crusade force cannot start with any upgraded CHARACTER units - to include one in a Crusade force, you must use the Chapter Command Requisition.

You cannot upgrade named characters using these rules. An army (and a Crusade force) cannot contain more than one model from the same Chapter that has the same Chapter Command keyword (e.g. it cannot contain two ULTRAMARINES CHAPTER MASTERS, or two SALAMANDERS CHIEF LIBRARIANS etc.). A BLACK TEMPLARS COMPANY CHAMPION cannot be upgraded to be a CHAPTER CHAMPION. A DEATHWATCH CAPTAIN cannot be upgraded to be a CHAPTER MASTER. A BLOOD ANGELS ANCIENT cannot be upgraded to be a CHAPTER ANCIENT.

MASTERS OF THE CHAPTER
CHARACTERCHAPTER COMMAND KEYWORDPOWERPOINTS
CAPTAINCHAPTER MASTER+2+40
CHAPLAINMASTER OF SANCTITY+1+25
TECHMARINEMASTER OF THE FORGE+1+20
LIBRARIANCHIEF LIBRARIAN+1+25
APOTHECARYCHIEF APOTHECARY+1+35
ANCIENTCHAPTER ANCIENT+1+20
COMPANY CHAMPIONCHAPTER CHAMPION+1+15

Chapter Master

Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.

ABILITIES
A CHAPTER MASTER model gains the following ability:

'Chapter Master: In your Command phase, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll'.

A CHAPTER MASTER is excluded from the Company Command rule. This means a Detachment can include both one CHAPTER MASTER unit and one other CAPTAIN unit.

RELICS AND WARLORD TRAITS
You can give a CHAPTER MASTER model the Angel Artifice Relic, instead of giving them a Chapter Relic. In addition, you can give them the Master of the Codex Warlord Trait instead of giving them another Warlord Trait.

Master of the Codex (Warlord Trait)

Chapter Masters have spent centuries studying the hallowed pages of the Codex Astartes, poring over its wisdom and analysing its teachings in detail. Many commit its content to memory word for word, ready to draw upon what they have learned even when battle is raging at its fiercest.

At the start of your Command phase, if this WARLORD is on the battlefield, roll one D6: on a 4+, you gain 1 Command point.

Angel Artifice (Relic)

The surface of this exquisite battle plate is woven with a super-dense alloy, the exact nature of which has been lost to history. Whatever its origin, it absorbs and refracts incoming energy, rendering the wearer all but invulnerable. Such a priceless relic is bestowed upon only the greatest heroes of the Adeptus Astartes.

  • The bearer has a Save characteristic of 2+.
  • Add 1 to the bearer's Wounds and Toughness characteristics.

Master of Sanctity

Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand. With word and deed a Master of Sanctity guides his brothers to glory.

ABILITIES
A MASTER OF SANCTITY model has the following ability:

Master of Sanctity: This model knows one additional litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one additional litany it knows that has not already been recited by a friendly model that turn.’

RELICS AND WARLORD TRAITS
You can give a MASTER OF SANCTITY model the Emperor's Judgement Relic, instead of giving them a Chapter Relic. In addition, you can give them the Wise Orator Warlord Trait instead of giving them another Warlord Trait:

Wise Orator [Warlord Trait)

A veteran of the battlefield and of the sermon, this warlord intones his litanies and galvanises his brothers with every word.

  • Each time this WARLORD recites a litany, add 1 to the roll to see if it is inspiring.
  • Each time this WARLORD is selected to use the Commanding Oratory Stratagem, that Stratagem costs 1 Command point.
The Emperor's Judgement [Relic)

Legend has it that the golden, skull-faced death mask known as the Emperor's Judgement was crafted in the years following the Horus Heresy, and its crimson, crystal eye lenses are imbued with droplets of his own lifeblood. Regardless of the truth of its origins, several influential Masters of Sanctity have been granted the honour of wearing the Emperor's Judgement in battle. Both heretics and xenos cower in the face of its grim majesty.

  • Each time an attack is made against the bearer, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.
  • The bearer has the following ability: 'The Emperor's Judgement (Aura): While an enemy unit is within 6" of the bearer, each time a Morale test is taken for that unit, roll one additional D6 and discard the lowest result.’

Master of the Forge

Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Peerless mechanics and technicians, they are the foremost experts within the Adeptus Astartes on the intricacies that surround the machine. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter's armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.

ABILITIES
A MASTER OF THE FORGE model has the following ability: 'Master of the Forge: Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3'.

RELICS AND WARLORD TRAITS
You can give a MASTER OF THE FORGE model the Mortis Machina Relic, instead of giving them a Chapter Relic. In addition, you can give them the Warden of the Ancients Warlord Trait instead of giving them another Warlord Trait.

Warden of the Ancients (Warlord Trait, Aura)

This warlord has an affinity with the Dreadnoughts of his Chapter. He meticulously tends to his bellicose, ill-tempered charges, ensuring that when the time comes for them to take to the battlefield, they fight with unrivalled fury.

While a friendly <CHAPTER> DREADNOUGHT is within 6" of this WARLORD, add 1 to its Strength and Attacks characteristics.

Mortis Machina (Relic)

Forged deep within the subterranean vaults of Mars, this axe hews through not just the metal armour of war engines and vehicles, but through their very machine spirit. Even a glancing blow can gut an enemy tank or walker.

Model equipped with an Omnissian power axe only. This Relic replaces an Omnissian power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mortis Machina (Relic)
Mortis Machina (Relic)
Melee
Melee
+3
-2
3
Abilities: Each time an attack is made with this weapon against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage.

Chief Librarian

At head of each Chapter's Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.

ABILITIES
A CHIEF LIBRARIAN model gains the following ability: 'Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent's Psychic phase'.

RELICS AND WARLORD TRAITS
You can give a CHIEF LIBRARIAN model the Neural Shroud Relic, instead of giving them a Chapter Relic. In addition, you can give them the Psychic Mastery Warlord Trait instead of giving them another Warlord Trait.

Psychic Mastery (Warlord Trait)

This Librarian has reached a level of psychic mastery that allows him to delve deep into the warp, to depths that would cause lesser psykers to be consumed by its ravenous energies.

Add 1 to Psychic tests taken for this WARLORD.

Neural Shroud (Relic)

A neural shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter's Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.

Increase the range of the bearer's Psychic Hood ability to 24".

Chief Apothecary

Chief Apothecaries are the most senior surgeons and battle medics available to Space Marine Chapters. Calm and resolute, they maintain the life force of their battle-brothers on and off the battlefield. Most importantly, they are responsible for their Chapter's future in the preservation of Space Marine gene-seed. With vast experience to draw upon, a Chapter's Chief Apothecary is its ultimate practitioner of the healer's art.

ABILITIES
A CHIEF APOTHECARY model gains the following ability: ‘Chief Apothecary: At the end of your Movement phase, this model can use its Combat Restoratives ability twice instead of once’.

RELICS AND WARLORD TRAITS
You can give a CHIEF APOTHECARY model the Acquittal Relic, instead of giving them a Chapter Relic. In addition, you can give them the Selfless Healer Warlord Trait instead of giving them another Warlord Trait.

Selfless Healer (Warlord Trait)

This altruistic warlord will go to any lengths to heal his brothers.

  • Each time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3.
  • Each time this WARLORD is selected to return a destroyed model to a unit by using the Combat Revival Stratagem, that Stratagem costs 0 Command points.
Acquittal (Relic)

Acquittal is a master-crafted pistol equipped with a powerful bio-auspex scope. This allows the wielder to both dispatch his foes with surgical precision and grant swift and painless oblivion to his wounded battle-brothers.

Model equipped with a bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol or absolvor bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Acquittal
Acquittal
18"
Pistol 1
5
-3
2
Abilities: Each time an attack is made with this weapon against an INFANTRY unit, that attack always wounds on an unmodified wound roll of 2+ and has a Damage characteristic of 4.

Chapter Ancient

Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter's standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients' brethren to give their all. The mere presence of the Chapter's standard is worth a fortified bastion to the warriors of the Adeptus Astartes.

ABILITIES
A CHAPTER ANCIENT model gains the following ability: 'Chapter Banner: In your Command phase, select one friendly <CHAPTER> CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll:

RELICS AND WARLORD TRAITS
You can give a CHAPTER ANCIENT model the Pennant of the Fallen Relic, instead of giving them a Chapter Relic. In addition, you can give them the Steadfast Example Warlord Trait instead of giving them another Warlord Trait.

Steadfast Example (Warlord Trait, Aura)

This warlord vows to secure victory no matter the cost, and inspires his brethren to take a similar oath.

While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.

Pennant of the Fallen (Relic)

This hallowed standard records the names of legendary Space Marines of the Chapter, mighty heroes who have fa lien in glorious battle against the xenos and the heretic. The last stands of these warriors are grand tales of defiance in the face of overwhelming odds. Warring in the shadow of such a proud legacy inspires battle-brothers to fight until their final breath.

Each time a friendly model is destroyed and makes attacks as a result of the bearer's Astartes Banner ability, that model can make 2 attacks with one of its melee weapons instead of 1.

Chapter Champion

The honorific of Chapter Champion is bestowed only upon the mightiest of Adeptus Astartes warriors. These martial masters fight for the glory and honour of their battle-brothers. In combat, they will seek out worthy opponents to cross blades with, and can single-handedly turn the tide of conflict. Only the most noble and accomplished of warriors ascend to this rank, each a shining example of their Chapter's glory and martial capabilities.

ABILITIES
A CHAPTER CHAMPION model gains the following abilities:

Skilful Parry: Each time a melee attack is made against this
model, subtract 1 from the hit roll’.

Exquisite Swordsman: Each time this model makes a melee attack against an enemy CHARACTER unit, you can re-roll the wound roll’.

Chapter Champion: This model has an Attacks characteristic of 5 and a Leadership characteristic of 9’.

RELICS AND WARLORD TRAITS
You can give a CHAPTER CHAMPION model the Blade of Triumph Relic, instead of giving them a Chapter Relic. In addition, you can give them the Martial Exemplar Warlord Trait instead of giving them another Warlord Trait.

Martial Exemplar (Warlord Trait, Aura)

This warlord is an exquisite warrior and an exemplar of the Chapter, whose deeds inspire those around him.

While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit.

Blade of Triumph (Relic)

This gleaming broadsword is a masterpiece of artifice and a weapon befitting any Chapter Champion. Its perfectly weighted blade is etched with the names of its previous wielders and a catalogue of their most magnificent deeds. By pressing an indentation in the sword's electrum grip the wielder can overcharge its power field with a surge of fiery energy, allowing the Blade of Triumph to cleave through even the thickest armour.

Model with master-crafted power sword only. This Relic replaces a master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Triumph
Blade of Triumph
Melee
Melee
+3
-3
3

Detachment Rules

An ADEPTUS ASTARTES Detachment is one that only includes models with the ADEPTUS ASTARTES keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword).
  • ADEPTUS ASTARTES Detachments gain the Company Command ability.
  • ADEPTUS ASTARTES units in ADEPTUS ASTARTES Detachments gain the Chapter Tactics ability.
  • Troops units in ADEPTUS ASTARTES Detachments gain the Objective Secured ability.

Company Command

When Space Marines are deployed to battle, the honour of leading them often falls to the Captain of a company and his esteemed Lieutenants.

You can include a maximum of one CAPTAIN model and two LIEUTENANT models in each Detachment in your army.

Chapter Tactics

Each Chapter has its own combat philosophy suited to the unique skills of its battle-brothers.

All ADEPTUS ASTARTES units (other than SERVITOR and BEAST units) with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from, as shown on the following pages.

Example: An ULTRAMARINES unit with the Chapter Tactics ability gains the Codex Discipline tactic.

If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them, as described on page 96; this allows you to customise the rules for your successor Chapter. In either case, write down all of your Detachments' Chapter Tactics / Successor Tactics on your army roster.

Black Templars Detachment Rules

A BLACK TEMPLARS Detachment is one that only includes models with the BLACK TEMPLARS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

If every unit in your army (excluding UNALIGNED units) has the BLACK TEMPLARS keyword, then every unit that has the Combat Doctrines ability and is in a BLACK TEMPLARS Detachment gains the Templar Vows ability, below:

Templar Vows

On the eve of battle, the warriors of a crusade gather together to be led in prayer and contemplation by their Chaplains. In their righteous zeal, united in their hatred of the foe, they swear a mighty oath to uphold in the battle ahead.

At the end of the Read Mission Briefing step, you can select one of the following Templar Vows.
  • Suffer Not the Unclean to Live
  • Uphold the Honour of the Emperor
  • Abhor the Witch, Destroy the Witch
  • Accept Any Challenge, No Matter the Odds

Until the end of the battle, all units from your army with the Templar Vows ability gain the effects of the selected vow. The effects of each vow can be found below. Each vow provides a series of abilities as well as a passion. Each passion is a drawback that affects Black Templars units while they are under the effects of that vow.

Suffer Not the Unclean to Live

While this vow is in effect:

Vow
  • Each time a model in this unit makes a melee attack against a non-VEHICLE unit, an unmodified hit roll of 6 automatically wounds the target.
Passion
  • Each time this unit is selected to charge, the closest enemy non-AIRCRAFT unit that is within 12" and not within Engagement Range of any other BLACK TEMPLARS units from your army must be declared as a target of that charge.

Uphold the Honour of the Emperor

While this vow is in effect:

Vow
  • Models in this unit have a 5+ invulnerable save.
  • Each time an attack is made against this unit, an unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
Passion
  • Each time an enemy model makes an attack against this unit, this unit does not receive the benefits of cover against that attack.

Abhor the Witch, Destroy the Witch

While this vow is in effect:

Vow
  • Once per battle, in your first Movement phase, if there are any enemy PSYKER units in your opponent’s army, until the end of the phase, add 3" to the Move characteristic of models in this unit.
  • Each time a model in this unit makes a melee attack against a PSYKER unit, re-roll a wound roll of 1.
Passion
  • While an enemy PSYKER unit is within 18" of this unit, this unit cannot perform any actions.

Accept Any Challenge, No Matter the Odds

While this vow is in effect:

Vow
  • While this unit is within Engagement Range of any enemy units, if a combat doctrine is active for your army, this unit gains the bonus of the Assault Doctrine, instead of the combat doctrine that is active.
  • Each time this unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.
Passion
  • This unit cannot Fall Back.

Blood Angels Detachment Rules

A BLOOD ANGELS Detachment is one that only includes models with the BLOOD ANGELS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

If every unit from your army (excluding UNALIGNED units) has the BLOOD ANGELS keyword, then every unit that has the Combat Doctrines ability and is in a BLOOD ANGELS Detachment gains the Savage Echoes ability, below.

Savage Echoes

The shock assaults of the Blood Angels are legendary, their warriors never halting for an instant or allowing their foes to recover. Few outside the Chapter realise it, but this is the Blood Angels as they really are, the suppression of their bloodlust lifted for but an instant.

Whilst the Assault Doctrine is active, each time this unit fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

A Blood Angels successor Chapter is one for which the Blood Angels are their First Founding Chapter. You can find out more information on successor Chapters, and how to determine if your Chapter is a successor of the Blood Angels, in Codex: Space Marines. If your Chapter is a successor of the Blood Angels, the following rules apply:

Chapter Approved Rules
All units from Blood Angels successor Chapters are considered to have the BLOOD ANGELS keyword for the purpose of using the Chapter Approved rules.

Detachment Abilities
If you have a Blood Angels successor Chapter, then for the purposes of using any BLOOD ANGELS Detachment rules, you can replace the BLOOD ANGELS keyword in all instances with the name of your chosen successor Chapter.

Stratagems
All units from Blood Angels successor Chapters are considered to have the Blood Angels keyword for the purpose of using Blood Angels Stratagems.

Warlord Traits
If your WARLORD is a CHARACTER model from a Blood Angels successor Chapter (other than Flesh Tearers), you can use the Blood Angels Warlord Traits table to determine what Warlord Trait they have. Replace the BLOOD ANGELS keyword in all instances in that Warlord Trait (if any) with the name of the successor Chapter from which that CHARACTER model is drawn.

Psychic Powers
PSYKER models from Blood Angels successor Chapters can know psychic powers from the Sanguinary discipline in the same manner as PSYKER models in BLOOD ANGELS Detachments. When such a model uses one of these psychic powers, replace the BLOOD ANGELS keyword in all instances (if any) with the name of the successor Chapter from which that PSYKER model is drawn.

Chapter Relics
Blood Angels successor Chapters have access to Special-issue Wargear Relics; Relics of the Angels cannot be given to a CHARACTER model from a successor Chapter (other than the Flesh Tearers) unless you use the Honoured by the Arx Angelicum Stratagem.

Crusade Rules
If you have a Blood Angels successor Chapter, then for the purposes of using any Blood Angels Crusade rules, you can replace the BLOOD ANGELS keyword in all instances with the name of your successor Chapter. Legendary Crusade Relics can never be given to a model from a Blood Angels successor Chapter.

Datasheets
With the exception of named characters, you can nominate any BLOOD ANGELS units from your army to be from a Blood Angels successor Chapter. If you do, replace the BLOOD ANGELS keyword in every instance on its datasheet with the name of your chosen successor Chapter.

For example, If you include a SANGUINARY PRIEST in your army, and you decide it is from the Lamenters Chapter, its BLOOD ANGELS keyword becomes LAMENTERS and its Narthecium ability reads ‘While a friendly LAMENTERS INFANTRY or LAMENTERS BIKER unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.’

Dark Angels Detachment Rules

A DARK ANGELS Detachment is one that only includes models with the DARK ANGELS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.
  • RAVENWING units in DARK ANGELS Detachments that do not already have the Jink ability gain the Jink ability.
  • DEATHWING and INNER CIRCLE units in DARK ANGELS Detachments that do not already have the Inner Circle ability gain the Inner Circle ability.
  • If every unit in your army (except AGENT OF THE IMPERIUM or UNALIGNED units) has the DARK ANGELS keyword, then every unit in a DARK ANGELS Detachment that has the Combat Doctrines ability gains the Sons of the Lion ability.
  • If every unit in your army (except UNALIGNED units) has the DARK ANGELS keyword, then DARK ANGELS Vanguard Detachments that only contain models with the DEATHWING and/or INNER CIRCLE keywords gain the 1st Company ability.
  • If every unit in your army (except UNALIGNED units) has the DARK ANGELS keyword, then DARK ANGELS Outrider Detachments that only contain models with the RAVENWING keyword gain the 2nd Company ability.
  • Your army can only include one RAVENWING CAPTAIN and one DEATHWING CAPTAIN from the same Chapter.

Successor Chapters

A Dark Angels successor Chapter is one for which the Dark Angels are their first founding Chapter. You can find out more information on successor Chapters, and how to determine if your Chapter is a successor of the Dark Angels, in Codex: Space Marines. If your Chapter is a successor of the Dark Angels, the following rules apply:

Detachment Abilities
If you have a Dark Angels successor Chapter, then for the purposes of using any Dark Angels Detachment rules, you can replace the DARK ANGELS keyword in all instances with the name of your successor Chapter.

Rites of Initiation
All units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purpose of upgrading them with Rites of Initiation.

Stratagems
All units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purpose of using Dark Angels Stratagems.

Warlord Traits
If your WARLORD is a CHARACTER model from a Dark Angels successor Chapter, you can use the Dark Angels Warlord Traits table to determine what Warlord Trait they have. Replace the DARK ANGELS keyword in all instances in that Warlord Trait (if any) with the name of your Character’s successor Chapter.

Chapter Relics
Dark Angels successor Chapters have access to Special-issue Wargear Relics; Relics of the Rock cannot be given to a CHARACTER model from a successor Chapter unless you use the Honoured by the Rock Stratagem.

Psychic Powers
PSYKER models from Dark Angels successor Chapters can know psychic powers from the Interromancy discipline in the same manner as PSYKER models in DARK ANGELS Detachments. When such a model uses one of these psychic powers, replace the DARK ANGELS keyword in all instances (if any) with the name of your Successor Chapter.

Chapter Approved Rules
All units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purpose of using the Chapter Approved rules.

Datasheets
With the exception of named characters, you can nominate any DARK ANGELS units in your army to be from a Dark Angels successor Chapter. If you do, replace the DARK ANGELS keyword in every instance on its datasheet with the name of your chosen successor Chapter. For example, if you include an Interrogator-Chaplain in your army, and you decide it is from the ANGELS OF ABSOLUTION Chapter, its DARK ANGELS keyword becomes ANGELS OF ABSOLUTION and its Spiritual Leader ability reads ‘While a friendly ANGELS OF ABSOLUTION CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.’

Crusade Rules
If you have a Dark Angels Successor Chapter, then for the purposes of using any Dark Angels Crusade Rules, you can replace the DARK ANGELS keyword in all instances with the name of your Successor Chapter. Legendary Crusade Relics can never be given to a CHARACTER from a Dark Angels successor chapter.

Sons of the Lion

Much like their Primarch, the Dark Angels have a long history of being tactically astute, able to persecute their wars on any front with the appropriate application of their warriors and specialist wings.

Units with this ability have the following abilities, which are described below: Speed of the Raven; Fire Discipline; Implacable.

Speed of the Raven: While the Devastator Doctrine is active for your army:
  • Add 3" to the Move characteristic of RAVENWING models from your army.
  • RAVENWING units from your army are eligible to shoot with in a turn in which they Advanced. Each time a model in that unit makes a ranged attack in a turn in which it Advanced, that attack suffers the penalty incurred to the hit roll as if firing an Assault weapon.

Fire Discipline: While the Tactical Doctrine is active for your army, INFANTRY models from your army (excluding DEATHWING models) can make attacks with Rapid Fire and Assault weapons (excluding Blast weapons) while within Engagement Range of enemy units, but must target an enemy unit that is within Engagement Range of its own unit when they do so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit, and while it is making such an attack, it has a Ballistic Skill characteristic of 5+.

Implacable: While the Assault Doctrine is active for your army, each time a DEATHWING INFANTRY or DEATHWING Dreadnought model from your army makes a melee attack against a CHARACTER unit or unit that contains any models with a Wounds characteristic of 8 or more, you can re-roll the wound roll.

1st Company

When a large Deathwing force goes to war it is a nigh on unstoppable force, utterly resolved to accomplish its mission no matter the obstacles.


2nd Company

The Ravenwing are fearsome and daring hunters, relentless in the pursuit and furious in the assault. When they commit to the field as a company, few can outmanoeuvre them.

  • Bike Squad and Outrider Squad units in this Detachment gain the Objective Secured ability.
  • If your WARLORD is part of this Detachment, this Detachment’s Command Benefits are changed to ‘+3 Command points’.

Deathwatch Detachment Rules

A DEATHWATCH Detachment is one that only includes models with the DEATHWATCH keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

If every unit from your army (excluding UNALIGNED units) has the DEATHWATCH keyword, then every unit that has the Combat Doctrines ability and is in a Deathwatch Detachment gains the Mission Tactics ability, below.

Mission Tactics

Thousands of years of collated strategic data and hard-won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.

Do not use the rules in Codex: Space Marines to determine which combat doctrine is active for your army during each battle round. Instead, at the start of each battle round, select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. The combat doctrine you select is active for your army until the end of that battle round. Note, however, that when selecting a combat doctrine at the start of the battle round:
  • You cannot select the Devastator Doctrine to be active for your army more than once during the battle.
  • You cannot select the Tactical Doctrine to be active for your army more than twice during the battle.
  • You cannot select the Assault Doctrine to be active for your army more than three times during the battle.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Imperial Fists Detachment Rules

In this section you’ll find rules for Battle-forged armies that include IMPERIAL FISTS Detachments – that is, Detachments that only include IMPERIAL FISTS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Legacy of Dorn ability so long as, with the exception of UNALIGNED units, every unit from your army is an IMPERIAL FISTS unit or every unit from your army is from the same Imperial Fists successor Chapter.

Legacy of Dorn

The Imperial Fists are peerless siegers, demonstrating an uncanny knack for identifying and exploiting the weak spots of enemy vehicles and fortifications.

Whilst the Devastator Doctrine is active, each time a model with this ability makes an attack with a Heavy weapon against a VEHICLE or BUILDING unit, if that attack has a Strength characteristic of 7 or more, add 1 to the Damage characteristic of that attack.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Crimson Fists are a known successor of the Imperial Fists). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Imperial Fists, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from an Imperial Fists successor Chapter (other than CRIMSON FISTS), you can use the Imperial Fists Warlord Traits table opposite to determine what Warlord Trait they have. Replace the IMPERIAL FISTS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword. CRIMSON FISTS Warlords instead have access to the Crimson Fists Warlord Traits.

Chapter Relics
Imperial Fists successor Chapters have access to the Special-issue Wargear Relics; Relics of the Fists cannot be given to a CHARACTER model from a successor Chapter other than Crimson Fists unless you use the Champion of Blades Stratagem.

Stratagems
All units from Imperial Fists successor Chapters are considered to have the IMPERIAL FISTS keyword for the purpose of using Imperial Fists Stratagems.

Psychic Powers
LIBRARIAN models from Imperial Fists successor Chapters can know psychic powers from the Geokinesis discipline in the same manner as LIBRARIAN models in IMPERIAL FISTS Detachments. When such a model uses one of these psychic powers, replace the IMPERIAL FISTS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Iron Hands Detachment Rules

In this section you’ll find rules for Battle-forged armies that include IRON HANDS Detachments – that is, Detachments that only include IRON HANDS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Calculated Fury ability so long as, with the exception of UNALIGNED units, every unit from your army is an IRON HANDS unit or every unit from your army is from the same Iron Hands successor Chapter (see below).

Calculated Fury

The Iron Hands advance machine-like into battle. They are without mercy, and wage war with cold logic and calculated fury.

Whilst the Devastator Doctrine is active, models with this ability do not suffer the penalty for moving and firing Heavy weapons. In addition, whilst the Devastator Doctrine is active, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll a hit roll of 1.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Red Talons Chapter is a known successor of the Iron Hands). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Iron Hands, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from an Iron Hands successor Chapter, you can use the Iron Hands Warlord Traits table to determine what Warlord Trait they have. Replace the IRON HANDS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword.

Chapter Relics
Iron Hands successor Chapters have access to the Special-issue Wargear Relics; Relics of Medusa cannot be given to a CHARACTER model from a successor Chapter unless you use the Bequeathed by the Iron Council Stratagem.

Stratagems
All units from Iron Hands successor Chapters are considered to have the IRON HANDS keyword for the purpose of using Iron Hands Stratagems.

Psychic Powers
LIBRARIAN models from Iron Hands successor Chapters can know psychic powers from the Technomancy discipline in the same manner as LIBRARIAN models in IRON HANDS Detachments. When such a model uses one of these psychic powers, replace the IRON HANDS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Raven Guard Detachment Rules

In this section you’ll find rules for Battle-forged armies that include RAVEN GUARD Detachments – that is, Detachments that only include RAVEN GUARD units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Surgical Strikes ability so long as, with the exception of UNALIGNED units, every unit from your army is a RAVEN GUARD unit or every unit from your army is from the same Raven Guard successor Chapter (see below).

Surgical Strikes

The warriors of the Raven Guard spring their ambushes with perfect timing and coordination to eliminate the enemy’s command structure.

Whilst the Tactical Doctrine is active, when resolving an attack made by a model with this ability against a CHARACTER unit, you can add 1 to hit rolls and wound rolls.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Revilers Chapter is a known successor of the Raven Guard). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is
a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Raven Guard, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from a Raven Guard successor Chapter, you can use the Raven Guard Warlord Trait table to determine what WARLORD Trait they have. Replace the RAVEN GUARD keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword.

Chapter Relics
Raven Guard successor Chapters have access to the Special-issue Wargear Relics; Relics of the Ravenspire cannot be given to a CHARACTER model from a successor Chapter unless you use the Token of Brotherhood Stratagem.

Stratagems
Units from Raven Guard successor Chapters are considered to have the RAVEN GUARD keyword for the purposes of using Raven Guard Stratagems.

Psychic Powers
LIBRARIAN models from Raven Guard successor Chapters can know psychic powers from the Umbramancy discipline in the same manner as LIBRARIAN models in RAVEN GUARD Detachments. When such a model uses one of these psychic powers, replace the RAVEN GUARD keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Salamanders Detachment Rules

In this section you’ll find rules for Battle-forged armies that include SALAMANDERS Detachments – that is, Detachments that only include SALAMANDERS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Promethean Cult ability so long as, with the exception of UNALIGNED units, every unit from your army is a SALAMANDERS unit or every unit from your army is from the same Salamanders successor Chapter.

Promethean Cult

The Salamanders and their successor Chapters adhere to the teachings of Vulkan and his codes of battle, displaying a remarkable affinity for weapons that burn the foe to ashes in a blast of searing heat.

Whilst the Tactical Doctrine is active, when resolving an attack made with a flame weapon or melta weapon by a model with this ability, add 1 to the wound roll.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known. If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Salamanders, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from a Salamanders successor Chapter, you can use the Salamanders Warlord Traits table below to determine what Warlord Trait they have. Replace the SALAMANDERS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword.

Chapter Relics
Salamanders successor Chapters have access to the Special-issue Wargear Relics; Relics of Nocturne cannot be given to a CHARACTER model from a successor Chapter unless you use the Trust of Prometheus Stratagem.

Stratagems
All units from Salamanders successor Chapters are considered to have the SALAMANDERS keyword for the purpose of using Salamanders Stratagems.

Psychic Powers
LIBRARIAN models from Salamanders successor Chapters can know psychic powers from the Promethean discipline in the same manner as LIBRARIAN models in SALAMANDERS Detachments. When such a model uses one of these psychic powers, replace the SALAMANDERS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Space Wolves Detachment Rules

A SPACE WOLVES Detachment is one that only includes models with the SPACE WOLVES keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

Savage Fury

In the maelstrom of battle, the Space Wolves crash head first into enemy lines, their blades rising and falling in red arcs. All those who would oppose them are left bloodied and broken in their wake.

While the Assault Doctrine is active for your army, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

A Space Wolves successor Chapter is one for which the Space Wolves are their First Founding Chapter. You can find out more information on successor Chapters, and how to determine if your Chapter is a successor of the Space Wolves, in Codex: Space Marines. If your Chapter is a successor of the Space Wolves, the following rules apply.

Detachment Abilities
If you have a Space Wolves successor Chapter, then for the purposes of using any Space Wolves Detachment rules, you can replace the SPACE WOLVES keyword in all instances with the name of your chosen successor Chapter.

Stratagems
All units from Space Wolves successor Chapters are considered to have the SPACE WOLVES keyword for the purpose of using Space Wolves Stratagems.

Warlord Traits
If your WARLORD is a CHARACTER model from a Space Wolves successor Chapter, you can use the Space Wolves Warlord Traits table to determine what Warlord Trait they have. Replace the SPACE WOLVES keyword in all instances in that Warlord Trait (if any) with the name of the successor Chapter from which that CHARACTER is drawn.

Sagas
If a CHARACTER from a Space Wolves successor Chapter has a Space Wolves Warlord Trait, they will gain the associated Deed and Saga. Replace the SPACE WOLVES keyword in all instances in that Deed and Saga (if any) with the name of the successor Chapter from which that CHARACTER is drawn.

Chapter Relics
Space Wolves successor Chapters have access to Special-issue Wargear Relics; Relics of the Fang cannot be given to a CHARACTER model from a successor Chapter unless you use the A Trophy Bestowed Stratagem.

Psychic Powers
PSYKER models from Space Wolves successor Chapters can know psychic powers from the Tempestas discipline in the same manner as PSYKER models in SPACE WOLVES Detachments. When such a model uses one of these psychic powers, replace the SPACE WOLVES keyword in all instances (if any) with the name of the successor Chapter from which that PSYKER is drawn.

Chapter Approved Rules
All units from Space Wolves successor Chapters are considered to have the SPACE WOLVES keyword for the purpose of using the Chapter Approved rules.

Crusade Rules
If you have a Space Wolves successor Chapter, then for the purposes of using any Space Wolves Crusade rules, you can replace the SPACE WOLVES keyword in all instances with the name of your successor Chapter. Legendary Crusade Relics can never be given to a model from a Space Wolves successor Chapter.

Datasheets
With the exception of named characters, you can nominate any SPACE WOLVES units from your army to be from a Space Wolves successor Chapter. If you do, replace the SPACE WOLVES keyword in every instance on its datasheet with the name of your chosen successor Chapter. For example, if you include a Wolf Lord on Thunderwolf in your army, and you decide it is from the Wolfspear Chapter, its SPACE WOLVES keyword becomes WOLFSPEAR and its Rites of Battle ability reads ‘While a friendly WOLFSPEAR CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

Ultramarines Detachment Rules

In this section you’ll find rules for Battle-forged armies that include ULTRAMARINES Detachments – that is, Detachments that only include ULTRAMARINES units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Scions of Guilliman ability so long as, with the exception of UNALIGNED units, every unit from your army is an ULTRAMARINES unit or every unit from your army is from the same Ultramarines successor Chapter (see below).

Scions of Guilliman

The Ultramarines and their successor Chapters are strict adherents to the teachings of the Codex Astartes, and as such they typically adopt a flexible combat style that emphasises manoeuvrability without sacrificing firepower.

Whilst the Tactical Doctrine is active, models with this ability that moved in your Movement phase, but did not Advance or Fall Back, can make attacks with ranged weapons in the following Shooting phase as if their unit had remained stationary this turn.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Mortifactors Chapter is a known successor of the Ultramarines). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Ultramarines, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from an Ultramarines successor Chapter, you can use the Ultramarines Warlord Traits table opposite to determine what Warlord Trait they have. Replace the ULTRAMARINES keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

Chapter Relics
Ultramarines successor Chapters have access to the Special-issue Wargear Relics; Relics of Macragge cannot be given to a CHARACTER model from a successor Chapter unless you use the Honoured by Macragge Stratagem.

Stratagems
All units from Ultramarines successor Chapters are considered to have the ULTRAMARINES keyword for the purpose of using Ultramarines Stratagems.

Psychic Powers
LIBRARIAN models from Ultramarines successor Chapters can know psychic powers from the Indomitus discipline in the same manner as LIBRARIAN models in ULTRAMARINES Detachments. When such a model uses one of these psychic powers, replace the ULTRAMARINES keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

White Scars Detachment Rules

In this section you’ll find rules for Battle-forged armies that include WHITE SCARS Detachments – that is, Detachments that only include WHITE SCARS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Devastating Charge ability so long as, with the exception of UNALIGNED units, every unit from your army is a WHITE SCARS unit or every unit from your army is from the same White Scars successor Chapter (see below).

Devastating Charge

The White Scars favour shock assaults, crashing into the enemy with overwhelming force. They are experts at using this high-speed impact to drive their blades home with devastating force and decapitate their prey.

Whilst the Assault Doctrine is active, when resolving an attack made with a melee weapon by a model with this ability in a unit that made a charge move or performed a Heroic Intervention this turn, add 1 to the Damage characteristic of that weapon for that attack.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Storm Lords Chapter is a known successor of the White Scars). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the White Scars, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from a White Scars successor Chapter, you can use the White Scars Warlord Trait table to determine what Warlord Trait they have. Replace the WHITE SCARS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword.

Chapter Relics
White Scars successor Chapters have access to the Special-issue Wargear Relics; Relics of Chogoris cannot be given to a CHARACTER model from a successor Chapter unless you use the Gift of the Khans Stratagem.

Stratagems
Units from White Scars successor Chapters are considered to have the WHITE SCARS keyword for the purposes of using White Scars Stratagems.

Psychic Powers
LIBRARIAN models from White Scars successor Chapters can know psychic powers from the Stormspeaking discipline in the same manner as LIBRARIAN models in WHITE SCARS Detachments. When such a model uses one of these psychic powers, replace the WHITE SCARS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Relic Bearers

Each Crusade Fleet maintains its own Reclusiam, filled with potent holy relics of the Black Templars. Upon swearing their vows on the eve of battle, a Black Templars squad may be granted the honour of bearing a relic on the battlefield, demonstrating their devotion to the Emperor and to the destruction of his foes.

If your army includes any BLACK TEMPLARS CHAPLAIN units, you can use the upgrades listed below.
  • For each BLACK TEMPLARS INFANTRY or BLACK TEMPLARS BIKER unit (excluding CHARACTER units) from your army, you can select one upgrade from the list below to give that unit.
  • Each upgrade in your army must be unique.
  • Once selected, that upgrade must be allocated to one model in that unit, and that model gains the abilities listed. This model should be distinctive from others in the unit, and before each battle you should make it clear to your opponent which model has the upgrade.

Designer’s Note: Using components from the Black Templars Upgrade Frame is a perfect way to distinguish your Relic Bearers models.

Each time you upgrade a unit in this way, its Power Rating is increased, as shown in the table below, and it gains the RELIC BEARERS keyword. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

A Crusade force cannot start with any units upgraded in this way - to include one in a Crusade force, you must use the Relic Bearers Requisition.

Light of the Emperor’s Grace

This elaborate lantern casts a wan light over the bearer and his allies, fortifying them and driving back the darkness.

  • Add 1 to the Leadership characteristic of models in this unit.
  • This model has the following ability: Light of the Emperor’s Grace (Aura): While an enemy PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.

Sigismund’s Seal

This sheet of paper-thin adamantine is inscribed with an oath of moment taken by Sigismund under the gaze of the Emperor himself.

At the start of the first battle round, select one enemy unit that is on the battlefield. Until the end of the battle, each time a melee attack is made by this model’s unit against that enemy unit, you can re-roll the hit roll and you can re-roll the wound roll.

Holy Orb

Each holy orb is a masterpiece, combining explosives with sacred unguents. When thrown, the orb explodes, superheating the unguents into a cloud of scalding incense. Unbelievers who inhale this are sent into a paroxysm of agony, while they contemplate their many sins.

Once per battle, in your Shooting phase, you can select one enemy unit that is within 6" of and visible to this model.
  • Roll one D6: on a 2+, that unit suffers D3 mortal wounds.
  • Until the end of the turn, that unit is not eligible to fight until after all eligible units from your army have done so.

The Crux Obsidian

This shoulder pad and the carved Chapter emblem it bears symbolise the spirit of the eternal crusade. To wear it upon your armour is to be an avatar of the unbreakable will of the undying Emperor.

Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Fist of Balthus

This power fist was worn by Brother Balthus, martyred even as he crushed the life from the Daemon Prince Angorakh the Red Herald. Angorakh’s acidic ichor still marks the metal of this weapon, but its strikes are undiminished.

Model with power fist only, The Fist of Balthus replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fist of Balthus
Fist of Balthus
Melee
Melee
x2
-3
3

Beastpyre

Reconstructed from a flamer recovered from the ruins of the Temple of the Emperor Ascendant on Armageddon, this weapon has been lovingly reworked to bring purifying flame to the Emperor’s foes once more.

Model with flamer or pyreblaster only. Beastpyre replaces this model’s flamer or pyreblaster and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Beastpyre
Beastpyre
15"
Assault D6
6
-2
1
Abilities: Blast. Each time an attack is made with this weapon, that attack automatically hits the target.

Icon of Heinmann

Castellan Heinmann was martyred at the climax of the Donian Crusade. This icon, worn upon his backpack, symbolized his obstinacy and refusal to fall until his task was complete.

Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to this model, that attack has an Armour Penetration characteristic of 0 instead.

Bones of Mordred

This rough-hewn wooden case contains the hand bones of Mordred, previous Reclusiarch of the Chapter. Those who bear them feel their strikes infused with Mordred’s righteous wrath.

Each time this model makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Rites of Initiation

If your army is Battle-forged, when mustering your army, you can upgrade any of the following units (excluding named characters) in DARK ANGELS Detachments in your army to become members of the Deathwing:

CAPTAIN
PRIMARIS LIEUTENANT equipped with storm shield
DREADNOUGHT
LAND RAIDER
REPULSOR or REPULSOR EXECUTIONER
STORMRAVEN GUNSHIP
TRANSPORT unit that can transport TERMINATOR models

Each time you upgrade one of these units, it gains the DEATHWING keyword and its Power Rating is increased as shown in the table below. If you are playing a matched play game, or a game that otherwise uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

In a Crusade force, a unit can only be upgraded to become part of the DEATHWING by using this ability when it is added to your Order of Battle, and only if this upgrade would not cause your total Power Level to exceed your Crusade forces Supply Limit. If a unit is so upgraded, make a note of it on its Crusade card.

RITES OF INITIATION
UNITPOWERPOINTS
CAPTAIN+1+15
PRIMARIS LIEUTENANT equipped with storm shield+1+10
DREADNOUGHT+1+10
LAND RAIDER+1+5
REPULSOR+1+5
STORMRAVEN GUNSHIP+1+5
TRANSPORT unit that can transport TERMINATOR models+1+5


The Lost

If your army is Battle-forged, then when mustering your army, you can upgrade up to one CAPTAIN and up to two LIEUTENANT units (excluding named characters) in Blood Angels Detachments in your army to be inducted into the DEATH COMPANY.

Each time you do so, that unit gains the Death Company keyword and the Power Rating of that unit is increased as shown in the table below. If you are playing a matched play game, or a game that otherwise uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

THE LOST
UNITPOWERPOINTS
CAPTAIN+1+15
LIEUTENANT+1+5

The following apply to models in units inducted into the Death Company.
  • A model inducted into the Death Company gains the Black Rage and Death Visions abilities.
  • A model inducted into the Death Company cannot be your WARLORD, and cannot be given any other Chapter Command upgrades.
  • A CAPTAIN model inducted into the Death Company has its Rites of Battle ability replaced with the following ability: ‘Rites of Rage (Aura): While a friendly DEATH COMPANY CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’
  • A LIEUTENANT model inducted into the Death Company must replace its Tactical Precision ability with the following ability: ‘Tactical Aggression (Aura): While a friendly DEATH COMPANY CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.’
  • DEATH COMPANY CHARACTER units are excluded from the Company Command rule. This means, for example, a Detachment can include both one DEATH COMPANY CAPTAIN unit and one other CAPTAIN unit.
In a Crusade force, a model cannot be upgraded in this manner. The Crusade rules instead provide an alternate journey in which these models can be inducted into the Death Company.


Kill Team Specialisms

If your army is Battle-forged and includes any DEATHWATCH Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any KILL TEAM units from your army to have a Specialism. If you have a Crusade force, it is also possible for some CHARACTER units to gain a Specialism as described here.

Each time you upgrade one of the aforementioned units, you must select the Specialism it will have. Its Power Rating is increased, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

SPECIALISMS
SPECIALISMPOWERPOINTS
Aquila+1+10
Dominatus+1+15
Furor+2+25
Malleus+2+25
Purgatus+1+15
Venator+1+15

Each time you upgrade a unit to have a Specialism, it gains a keyword that matches its Specialism and the associated ability below. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.

With the exception of KILL TEAM CASSIUS (see below), a Crusade force cannot start with any units upgraded in this manner - to include one in a Crusade force, you must use the Kill Team Specialism Requisition.

An army (and a Crusade army) cannot contain more than one KILL TEAM unit with the same Specialism (e.g. an army cannot contain two VENATOR KILL TEAM units or two DOMINATUS KILL TEAM units), with the exception of units upgraded using the Masters of the Specialisms rules.

Kill Team Cassius

If your army is Battle-forged and includes KILL TEAM CASSIUS as part of any DEATHWATCH Detachment (excluding Auxiliary Support Detachments), that unit is upgraded to have the Aquila Specialism, even if this would cause your army to contain more than one unit with the same Kill Team Specialism. This upgrade does not increase the Power Rating or points value of that unit, and does not prevent you from upgrading another unit to have the Aquila Specialism.

Aquila

Aquila Kill Teams are equipped to handle varied or unknown horrors with a measured and strategically versatile response.

After selecting a Battlefield Role for the purposes of the Xenos Hunters Chapter Tactic for your army, select one additional Battlefield Role. Until the end of the battle, each time a model in this unit makes an attack against an enemy unit with either of the selected Battlefield Roles, re-roll a wound roll of 1.

Venator

Venator Kill Teams employ tactics to combat agile foes, balancing speed with heavy firepower to scythe them down.

  • Each time a model in this unit makes an attack against an enemy unit with the Fast Attack or Flyer Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Fast Attack or Flyer Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Malleus

Charged with the sundering of xenos war engines and hulking alien monsters, Malleus Kill Teams are also bulwarks of defence.

  • Each time a model in this unit makes an attack against an enemy unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Heavy Support, Lord of War or Dedicated Transport Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Dominatus

If the enemy rely upon specialist forces of their own, a Dominatus Kill Team will counter their strengths with expert optimisation.

  • Each time a model in this unit makes an attack against an enemy unit with the Elites Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Elites Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Furor

Furor Kill Teams specialise in destroying foes that seek to overwhelm the Deathwatch with sheer weight of numbers.

  • Each time a model in this unit makes an attack against an enemy unit with the Troops Battlefield Role, re-roll a wound roll of 1 for that attack.
  • If you selected the Troops Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Purgatus

Indomitable in heart and mind, Purgatus Kill Teams specialise in slaying the cunning and horrific leaders of a xenos host.

  • Each time a model in this unit makes an attack against an enemy unit with the HQ Battlefield Role, re-roll a wound roll of 1.
  • If you selected the HQ Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Creating Kill Teams

When you are mustering your army, or adding a unit to your Order of Battle, you can create a KILL TEAM unit. A KILL TEAM unit can be comprised of models from several different ADEPTUS ASTARTES datasheets, as described below. You can add any number of KILL TEAM units to your army, subject to the usual restrictions. Each KILL TEAM unit has the Troops Battlefield Role.

CREATING A KILL TEAM
A KILL TEAM unit includes between 5 and 10 models. Below you will find details of the four different KILL TEAM units available. Each will specify which models, and how many of each model, can be included in that KILL TEAM unit.

WARGEAR
A model included in a KILL TEAM unit can be equipped with any of the wargear listed for that model under the wargear options on its original datasheet. For the purposes of wargear options, any option that requires a minimum number of models in the unit will require that number of models of that type to be included in the unit (e.g. one model can be equipped with an Astartes grenade launcher for every 5 Intercessors or Intercessor Sergeant in this unit, not for every 5 models of any type).

ABILITIES
All KILL TEAM units have the Mixed Unit ability.

A model in a KILL TEAM unit retains any abilities that applied to that model on its original datasheet. If a model in a KILL TEAM unit has an ability on their original datasheet that requires every model in the unit to have that ability in order to be able to use it, then they can only use that ability if every model in their KILL TEAM unit has that ability.

Example: Elliot creates a Proteus Kill Team unit that contains 1 Watch Sergeant, 4 Deathwatch Veterans and 5 Deathwatch Terminators. Before this unit is set up, Elliot uses the Combat Squads ability to create one unit containing the Watch Sergeant and 4 Deathwatch Veterans, and another containing 5 Deathwatch Terminators. This unit of 5 Deathwatch Terminators can be set up using the Teleport Strike ability because, after using the Combat Squads ability, all of the models in the new unit have the Teleport Strike ability.

KEYWORDS
Models in KILL TEAM units do not retain any keywords from their original datasheet. Instead, KILL TEAM units have the following Faction keywords: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH.

The entry for each KILL TEAM unit will detail any keywords that unit has, as well as any other keywords gained while that unit contains certain models.

POWER RATING
Each KILL TEAM unit will give instructions on how to calculate that unit’s Power Rating. This will start at a fixed value, and then vary depending on which additional models have been included in that KILL TEAM unit.

Example: Elliot wants to create a Fortis Kill Team unit to add to his Order of Battle. To do this he must calculate the unit’s Power Rating. Elliot’s unit contains 1 Intercessor Sergeant model, 4 Intercessor models, 2 Assault Intercessor models, 2 Outrider models and 1 Hellblaster model. This unit starts with a Power Rating of 6 for the Intercessor Sergeant model and 4 Intercessor models. Elliot then adds 2 to the Power Rating for the 2 Assault Intercessor models, 4 for the 2 Outriders models and 2 for the Hellblaster model. The Power Rating of this Kill Team unit is therefore 14 (6+2+4+2).

Proteus Kill Team

The sheer versatility of their weapon loadout, coupled with their durability and manoeuvrability, make it little wonder that Proteus Kill Teams have worked miraculous feats of arms on countless hostile worlds over the course of the Imperium’s history.

A PROTEUS KILL TEAM contains: 1 Watch Sergeant; 4 Deathwatch Veterans (see Deathwatch Veterans). You can add any 5 of the following models to this unit:

ABILITIES
The following change to one ability applies:
  • Veteran Bikers can only use the Turbo-boost ability if their unit only contains Veteran Biker models (such as after using the Combat Squads ability).

KEYWORDS
A PROTEUS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, KILL TEAM, PROTEUS.

In addition, the unit can gain the following keywords:
  • While a PROTEUS KILL TEAM unit contains any Vanguard Veterans, it has the MELTA BOMBS keyword. While a PROTEUS KILL TEAM unit only contains Vanguard Veterans with jump packs, it also has the FLY keyword.
  • While a PROTEUS KILL TEAM unit only contains Deathwatch Terminators, it has the TERMINATOR keyword.
  • While a PROTEUS KILL TEAM unit only contains Veteran Bikers, it has the BIKER keyword and loses the INFANTRY keyword.

POWER RATING
A PROTEUS KILL TEAM has a Power Rating of 7. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Deathwatch Veteran (+1 Power Rating per model)
  • Deathwatch Terminator (+2 Power Rating per model)
  • Veteran Biker (+2 Power Rating per model)
  • Vanguard Veteran (+2 Power Rating per model)

Fortis Kill Team

Further refined from Watch Master Mordelai’s original concept, Fortis Kill Teams exemplify the supreme adaptability of the Tacticus variant of Mk X power armour, seamlessly merging a variety of close support roles and deadly firepower.

A FORTIS KILL TEAM contains: 1 Intercessor Sergeant; 4 Intercessors (see Intercessor Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
A FORTIS KILL TEAM has the following additional wargear options:
  • Any Intercessor or Intercessor Sergeant can have their bolt rifle replaced with one of the following: 1 auto bolt rifle; 1 stalker bolt rifle.
  • Any Hellblaster can have their plasma incinerator replaced with one of the following: 1 assault plasma incinerator; 1 heavy plasma incinerator.

ABILITIES
The following changes to two abilities apply:
  • The Devastating Charge ability only applies to Outriders in this unit.
  • Outriders can only use the Turbo-boost ability if their unit only contains Outriders (such as after using the Combat Squads ability).

KEYWORDS
A FORTIS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PRIMARIS, KILL TEAM, FORTIS.

In addition, the unit can gain the following keywords:
  • While a FORTIS KILL TEAM only contains Outriders, it has the BIKER keyword and loses the INFANTRY keyword.

POWER RATING
A FORTIS KILL TEAM has a Power Rating of 6. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Intercessor (+1 Power Rating per model)
  • Assault Intercessor (+1 Power Rating per model)
  • Outrider (+2 Power Rating per model)
  • Hellblaster (+2 Power Rating per model)

Indomitor Kill Team

Comprising warriors wearing the heavier Gravis variant of Mk X, Indomitor Kill Teams are mobile bastions capable of unleashing the firepower of a squadron of battle tanks. Before them, hordes of xenos and monstrous beasts alike are torn apart.

An INDOMITOR KILL TEAM contains: 1 Heavy Intercessor Sergeant; 4 Heavy Intercessors (see Heavy Intercessor Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
An INDOMITOR KILL TEAM has the following additional wargear options:
  • Any Heavy Intercessor or Heavy Intercessor Sergeant can have their heavy bolt rifle replaced with one of the following: 1 hellstorm bolt rifle; 1 executor bolt rifle.
  • Any Aggressor can have their 2 auto boltstorm gauntlets and 1 fragstorm grenade launcher replaced with: 2 flamestorm gauntlets.
  • Any Inceptor can have their 2 assault bolters replaced with 2 plasma exterminators.
  • Any Eradicator can have their melta rifle replaced with 1 heavy melta rifle.

ABILITIES
The following change to one ability applies:
  • Only Eradicators in this unit can shoot twice when this unit uses the Total Obliteration ability.

KEYWORDS
An INDOMITOR KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PRIMARIS, MK X GRAVIS, KILL TEAM, INDOMITOR.

In addition, the unit can gain the following keywords:
  • While an INDOMITOR KILL TEAM unit only contains Inceptors, it has the FLY keyword.

POWER RATING
An INDOMITOR KILL TEAM has a Power Rating of 9. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Heavy Intercessor (+2 Power Rating per model)
  • Aggressor (+2 Power Rating per model)
  • Inceptor (+2 Power Rating per model)
  • Eradicator (+3 Power Rating per model)

Spectrus Kill Team

Sinister, silent and all but invisible until they strike, Spectrus Kill Teams are adept in inflicting death from both near and far. Clad in close-fitting Mk X Phobos battle plate, they specialise in battlefield control and enemy destabilisation.

A SPECTRUS KILL TEAM contains: 1 Infiltrator Sergeant; 4 Infiltrators (see Infiltrator Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
A SPECTRUS KILL TEAM has the following additional
wargear options:
  • Any Reiver can have their combat blade replaced with 1 bolt carbine.
  • Any Eliminator can have their bolt sniper rifle replaced with 1 las fusil.

ABILITIES
The following changes to three abilities apply:
  • The Omni-scramblers ability only applies while there are any Infiltrators or Infiltrator Sergeants in this unit.
  • The Multi-spectrum Array ability only applies to Incursors in this unit.
  • The Terror Troops ability only applies while there are any Reivers in this unit.

KEYWORDS
A SPECTRUS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PHOBOS, PRIMARIS, KILL TEAM, SPECTRUS.

In addition, the unit can gain the following keywords:
  • While a SPECTRUS KILL TEAM contains any Infiltrator or Incursor models, it has the SMOKESCREEN keyword.
  • While a SPECTRUS KILL TEAM contains any Reivers, it has the SHOCK GRENADES keyword.

POWER RATING
A SPECTRUS KILL TEAM has a Power Rating of 8. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Infiltrator (+1 Power Rating per model)
  • Incursor (+1 Power Rating per model)
  • Reiver (+1 Power Rating per model)
  • Eliminator (+ 2 Power Rating per model)

Specialist Detachments

Indomitus Crusaders

Through the actions of brave and determined warriors, the Indomitus Crusade changed the face of the galaxy in the wake of the Great Rift. It lasted over a century, and many of the Primaris Marines that typified its forces became learned veterans of the battlefield over that time.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

INDOMITUS CRUSADERS

Specialist Detachment Stratagem

In the wake of the Great Rift, the Indomitus Crusade battled to retake Imperial worlds plagued by the forces of Chaos.

Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.

WARLORD TRAIT
If an INDOMITUS CRUSADER CHARACTER is your WARLORD, you can give them the following Warlord Trait.

GREY SHIELD

During the Indomitus Crusade, this battle-brother served in a unit of Grey Shields. These strike forces were comprised of Space Marines from a range of different Chapters, allowing for a multitude of combat styles to be galvanised as one. Now, leading his own warriors into battle, this warlord is able to employ versatile strategies, switching tactics even in the thick of battle.

Once per battle, at the start of your Movement phase, if your WARLORD is on the battlefield, you can choose for INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional Chapter Tactics until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Forged in Battle, Shadow Masters, The Flesh is Weak, No Matter the Odds.

Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.

RELICS OF THE INDOMITUS CRUSADE
If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.

STANDARD OF THE ULTIMA FOUNDING

This banner stood defiant when a daemonic incursion besieged Terra at the birth of the Noctis Aeterna and threatened to crush the Indomitus Crusade even before it had begun. Now, it has been planted into the soil of a hundred worlds, and inspires any veteran of the Indomitus Crusade to fight harder to rid the galaxy of the enemies of Mankind.

PRIMARIS ANCIENT only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6" of the bearer.

STRATAGEMS
If your army includes any Indomitus Crusaders Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

LIBERATORS

Space Marines Stratagem

Liberators of countless systems and planets, vanquishers of the heretical, the daemonic and the degenerate, these warriors are a blade honed in the fires of a hundred battles.

Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.

Black Templars Sword Brethren

The veterans of the Black Templars swear mighty oaths to uphold the honour of the Imperium in everything they do. Theirs is an especial hatred for the alien, the psyker and the heretic; they fight like legendary knights of old in their eternal crusade against the darkness.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

SWORD BRETHREN

Specialist Detachment Stratagem

It is the ambition of every Black Templar Initiate to be elevated to the esteemed ranks of the Sword Brethren, for these warrior-knights are the elites of their Chapter.

Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword.

WARLORD TRAIT
If a SWORD BRETHREN CHARACTER is your WARLORD, you can give them the following Warlord Trait.

MASTER SWORDSMAN

As a champion of the Feast of Blades, this warlord’s skill in the art of combat is equalled by very few.

Add 1 to your WARLORD’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your WARLORD in the Fight phase, that attack inflicts 2 hits instead of 1.

RELICS OF THE ETERNAL CRUSADER
If your army includes any Sword Brethren Specialist Detachments, you can give the following relic to a SWORD BRETHREN CHARACTER from your army.

THE HOLY ORB

Created by one of the Chapter’s renowned artificers, this orb is a grenade empowered by the holy wrath of the Emperor and filled in equal measure with high explosives and sacred unguents that burn the faithless with their purity.

The Holy Orb has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Holy Orb
The Holy Orb
6"
Grenade 1
-
-
-
Abilities: You can only use this weapon once per battle. This weapon automatically hits its target (no hit rolls are made). When this weapon hits a target, roll one D6 for every 10 models in the target unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds.

STRATAGEMS
If your army includes any Sword Brethren Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

UPHOLD THE HONOUR OF THE EMPEROR

Black Templars Stratagem

The Black Templars’ faith in the Emperor is so strong they are able to shrug off even the most severe wounds.

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound.
2CP

SUFFER NOT THE UNCLEAN TO LIVE

Black Templars Stratagem

With righteous zeal, these warriors vow to vanquish Mankind’s foes in the name of the Holy Emperor.

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase.

Crimson Fists Liberator Strike Force

The liberation of Rynn’s World was gruelling, but those who survived became experts in fighting against the odds – and in teaching their hard-won knowledge to others. The Crimson Fists have sworn to free those Imperial worlds that are crushed under the heel of tyrants and oppressors.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

CRIMSON FISTS LIBERATOR STRIKE FORCE

Specialist Detachment Stratagem

The daemonic siege on Rynn’s World was finally lifted by the arrival of the Indomitus Crusade. The beleaguered Crimson Fists had their ranks bolstered by Primaris veterans of Rogal Dorn’s heritage.

Use this Stratagem when choosing your army. Pick a CRIMSON FISTS Detachment from your army to be a Crimson Fists Liberator Strike Force Specialist Detachment. PRIMARIS CHARACTERS, INTERCESSOR SQUADS, REIVER SQUADS and HELLBLASTER SQUADS in that Detachment gain the LIBERATOR STRIKE FORCE keyword.

WARLORD TRAIT
If a LIBERATOR STRIKE FORCE CHARACTER is your WARLORD, you can give them the following Warlord Trait.

EXPERT INSTRUCTOR

After the decimation of their Chapter, the surviving Crimson Fists were forced to become peerless tutors in order to quickly replenish their numbers with fresh recruits.

Re-roll hit rolls of 1 for friendly LIBERATOR STRIKE FORCE units within 9" of your WARLORD.

RELICS OF RYNN’S WORLD
If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can give the following relic to a LIBERATOR STRIKE FORCE CHARACTER from your army:

THE VENGEFUL ARBITER

Sergeant Ricario Vicentius was a valiant warrior who served at Chapter Master Pedro Kantor’s side during the Battle for Traitor’s Gorge. Although he was eventually slain, it is reported he killed countless Orks despite being mortally wounded himself. After the battle, Chapter Master Kantor ordered the recovery and reissue of his bolt pistol, now named ‘the Vengeful Arbiter’ by his men, and it has served countless brothers from the Chapter since.

Model with bolt pistol only. The Vengeful Arbiter replaces the bearer’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Vengeful Arbiter
The Vengeful Arbiter
12"
Pistol 2
5
-1
2
Abilities: Each time an attack made with this weapon hits, you can immediately make one additional hit roll against that target using the same weapon. These bonus hit rolls cannot themselves generate any further hit rolls.

STRATAGEMS
If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:

1CP

HEROES OF RYNN’S WORLD

Crimson Fists Stratagem

The Crimson Fists strike out at threats upon beleaguered Imperial worlds, liberating them one by one as they did their home planet.

Use this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1.
1CP

PARAGONS OF DORN

Crimson Fists Stratagem

The Crimson Fists Primaris Marines are exemplars of their primogenetor, and they share his discipline under pressure. When they lay down a volley of return fire, their efficiency and speed borders on the supernatural.

Use this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase.

Imperial Fists Siegebreaker Cohort

The Imperial Fists are renowned experts in siege warfare, stubbornly holding the enemy back for months if necessary. Should a foe manage to fight their way through to the outer rings of their defences, the Imperial Fists will collapse their own fortifications to turn them into an inescapable death-trap.

Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Imperial Fists, you cannot select The Eye of Hypnoth Relic, or the Indomitable Warlord Trait from this Specialist Detachment. They are replaced with a new Relic and a new Warlord Trait with the same names in Codex Supplement: Imperial Fists.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

IMPERIAL FISTS SIEGEBREAKER COHORT

Specialist Detachment Stratagem

Countless fortifications have fallen to the concentrated fury of an Imperial Fists Siegebreaker Cohort.

Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.

WARLORD TRAIT
If a SIEGEBREAKER COHORT CHARACTER is your WARLORD, you can give them the following Warlord Trait.

INDOMITABLE

This warlord can never be driven back once he has set his mind to a task. He stands stoic, unrelenting, and inspires his allies to hold fast.

Friendly IMPERIAL FISTS INFANTRY units within 6" of your WARLORD automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature, unless your WARLORD moved in your previous Movement phase.

RELICS OF PHALANX
If your army includes any Siegebreaker Cohort Specialist Detachments, you can give the following relic to a SIEGEBREAKER COHORT CHARACTER from your army:

THE EYE OF HYPNOTH

The Eye of Hypnoth was presented to the Imperial Fists in late M39 to honour their defence of the forge world Hypnoth against Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy armour and fortifications.

Re-roll wound rolls of 1 for shooting attacks made by friendly SIEGEBREAKER COHORT units within 6" of the bearer.

STRATAGEMS
If your army includes any Siegebreaker Cohort Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

STRUCTURAL DEMOLITION

Imperial Fists Stratagem

With pinpoint accuracy, enemy fortifications are reduced to rubble in moments, crushing those trapped within.

Use this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain.
1CP

SEISMIC DEVASTATION

Imperial Fists Stratagem

Under the ferocious barrage of attacks unleashed by the Siegebreaker Cohort, barricades collapse and even armoured vehicles are torn into flaming ruin.

Use this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army. Each time you roll an unmodified wound roll of a 6 for an attack made by that unit that targets an enemy VEHICLE that phase, that attack inflicts a mortal wound in addition to its normal damage.

Ravenwing Attack Squadron

The Ravenwing have a duty as hunters, watchmen, explorers and delvers into dark secrets. When they are certain their quarry is near, these Dark Angels follow their killer instincts, running the foe to ground before delivering a swift and final strike.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

ATTACK SQUADRON

Specialist Detachment Stratagem

Dust clouds billow behind the Ravenwing Attack Squadron as it hurtles into battle. Striking swiftly, the 2nd Company huntsmen drive hard into the midst of the enemy.

Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword.

WARLORD TRAIT
If an ATTACK SQUADRON CHARACTER is your Warlord, you can give them the following Warlord Trait.

LIGHTNING-FAST REACTIONS

The Ravenwing are renowned for their rapid strikes and this warlord is the living embodiment of that trait. In combat, there are few who can best his speed and skill with a blade.

You can always choose your Warlord to fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.

RELICS OF CALIBAN
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can give the following relic to an ATTACK SQUADRON CHARACTER in your army:

MONSTER SLAYER OF CALIBAN
Model with power sword, master-crafted power sword, relic blade or executioner relic blade only. The Monster Slayer of Caliban replaces the bearer’s power sword, master-crafted power sword, relic blade or executioner relic blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Monster Slayer of Caliban
Monster Slayer of Caliban
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack’s wound roll.

STRATAGEMS
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

SWIFT STRIKE

Dark Angels Stratagem

In a blur of speed, the warriors of a Ravenwing Attack Squadron strike out at the enemy and then escape from their grasp before they have had time to react.

Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit (excluding AIRCRAFT) from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
1CP

SIGNAL THE ATTACK

Dark Angels Stratagem

As soon as one Attack Squadron has wounded its target, the others in its formation circle like vultures to complete the kill.

Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit this phase.

Space Wolves Stalker Pack

Prowling through the smoke of corpse-strewn battlefields come the Space Wolves Stalker Packs, their eyes glinting gold in the fires of war. When they have the scent of their prey in their nostrils there is no escape, for these are hunters beyond compare, and savage on the attack.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

STALKER PACK

Specialist Detachment Stratagem

From the shadows come Space Wolves Stalker Packs, pursuing their quarry with unwavering ferocity. Once the enemy realises they are being pursued, it is often too late to evade their fate.

Use this Stratagem when choosing your army. Pick a SPACE WOLVES Detachment from your army to be a Stalker Pack Specialist Detachment. BATTLE LEADERS, BLOOD CLAWS and REIVERS in that Detachment gain the STALKER PACK keyword.

WARLORD TRAIT
If a STALKER PACK CHARACTER is your Warlord, you can give them the following Warlord Trait.

SAGA OF THE SAVAGE

Tales are told of this warrior’s bestial fury. Akin to a Fenrisian Wolf alpha, he hunts down his prey before despatching them with brutal efficiency.

Add 1 to the Attacks characteristics all models in a unit affected by this saga if it made a charge move in the same turn.

Deed of Legend: Enemy models lose at least 5 wounds as a result of attacks made by your Warlord’s melee weapons in a single phase.

RELICS OF THE FANG
If your army includes any Stalker Pack Specialist Detachments, you can give the following relic to a STALKER PACK CHARACTER in your army:

IRONFANG OF AMMAGRIMGUL

Forged from iron mined deep within the mountain Ammagrimgul on Fenris, many songs are sung of this artificer weapon and the blood it has spilled in battle with the Emperor’s foes.

Model with power axe only. The Ironfang of Ammagrimgul replaces the bearer’s power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ironfang of Ammagrimgul
Ironfang of Ammagrimgul
Melee
Melee
+1
-2
D3
Abilities: If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 mortal wounds instead of the normal damage.

STRATAGEMS
If your army includes any Stalker Pack Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

BLOOD SCENT

Space Wolves Stratagem

Once blood has been drawn, the warriors of the Stalker Pack fall upon their enemies like savage wolves, tearing them to pieces.

Use this Stratagem in the Fight phase. Pick an enemy INFANTRY or MONSTER unit that has suffered any casualties, or has any models in it with less than their starting number of wounds. Add 1 to wound rolls for attacks made by STALKER PACK units from your army that target that enemy unit until the end of that phase.
1CP

PACK KILLERS

Space Wolves Stratagem

With the scent of blood in their nostrils, the Stalker Pack first tempt their foe, testing out weaknesses in the enemy lines, before descending with murderous intent.

Use this Stratagem after a STALKER PACK unit makes a charge move. Pick another friendly STALKER PACK unit within 12" of the unit that charged. Until the end of that phase, you can roll 3D6 when making Charge moves with that unit and discard the dice with the lowest score.

Ultramarines Victrix Guard

The Victrix Guard were hand-picked by Roboute Guilliman from the Ultramarines 1st Company to accompany him on his Indomitus Crusade. Across the many battlefields of Vigilus, elements of this veteran formation fought tirelessly at Calgar’s side to earn a legacy of their own.

Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Ultramarines, you cannot select the Soldiers Blade and The Standard of Macragge Inviolate Relics from this Specialist Detachment. They are replaced with new Relics with the same names in Codex Supplement: Ultramarines.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

VICTRIX GUARD

Specialist Detachment Stratagem

The Victrix Guard are veteran warriors with countless centuries of combat experience between them.

Use this Stratagem when choosing your army. Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword.

WARLORD TRAIT
If a VICTRIX GUARD CAPTAIN is your WARLORD, you can give them the following Warlord Trait.

WARDEN OF ULTRAMAR

The title ‘Warden of Ultramar’ is granted to the Captain leading the Victrix Guard. A master of combat, this indomitable and unflinching hero can swiftly spot enemy weaknesses in the heat of battle.

Once per battle, at the start of the Fight phase, this WARLORD can inspire his warriors. When they do, until the end of that phase you can re-roll wound rolls for attacks made by friendly VICTRIX GUARD units whilst they are within 6" of this WARLORD.

RELICS OF ULTRAMAR
If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.

If you have created your army using the additional rules found in Codex Supplement: Ultramarines, you cannot select the Soldiers Blade and The Standard of Macragge Inviolate Relics from this Specialist Detachment. They are replaced with new Relics with the same names in Codex Supplement: Ultramarines.

SOLDIER’S BLADE

This deceptively simple sword has been a treasure of the Ultramarines since the Legion’s founding. Though it contains none of the matterdisruptive technology of a power sword, it can still carve through the thickest plates of ceramite and plasteel with ease. So perfectly forged is this monomolecular-edged blade that is has survived for millennia without ever needing to be sharpened.

Model equipped with power sword, master-crafted power sword, or combat knife only. This Relic replaces a power sword, master-crafted power sword or combat knife and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soldier’s Blade
Soldier’s Blade
Melee
Melee
+1
-4
2

THE STANDARD OF MACRAGGE INVIOLATE

When the Tyrannic Wars came to the realm of Ultramar, and Hive Fleet Behemoth descended upon Macragge, it was this glorious banner that flew above the swarms of xenos beasts. To all Ultramarines, it represents the unfaltering might of their home world and their Chapter. When an Ultramarine beholds this sacred standard, he is gripped with a sense of unshakeable pride and determination, for he knows that no enemy can match the skills in battle passed down to him and his brothers by their Primarch.

ANCIENT only. Add 1 to the Leadership characteristic of friendly ULTRAMARINES units whilst they are within 12" of the bearer. In addition, add 1 to the Attacks characteristic of friendly VICTRIX GUARD units whilst they are within 6" of the bearer.

STRATAGEMS
If your army includes any Victrix Guard Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

FIGHT LIKE DEMIGODS

Ultramarines Stratagem

A gathering of courageous heroes, the Victrix Guard are more than capable of cutting their way through entire armies of foes.

Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6" of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
3CP

STRIKE FIRST, FOR ULTRAMAR!

Ultramarines Stratagem

As the enemy close in, the Victrix Guard hold their weapons ready to deliver the first blow.

Use this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn).

Chapter Tactics

Black Templars: Righteous Zeal

Hot burns the hatred of the Black Templars for the mutant, the witch and the heretic, and bright blazes their faith in the immortal Emperor of Mankind. With furious cries do these crusading warriors hurl themselves into battle against their reviled foes, and with fervent prayers do they shrug off even the most grievous wounds.

  • You can re-roll Advance rolls and charge rolls made for units with this tactic.
  • Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Blood Angels: Red Thirst

Though they strive to restrain it, the murderous ferocity of the Blood Angels simmers beneath the surface of their thoughts. In battle, this rage drives them towards the foe and lends great strength to their blows.

  • Add 1 to Advance rolls and charge rolls made for units with this tactic.
  • Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.

Crimson Fists: No Matter the Odds

Even when faced with seemingly insurmountable odds, the Crimson Fists emerge bloodied but victorious with bolters roaring.

  • Each time a model with the tactic makes a ranged attack against a unit that contained at least 5 more models than the attacker’s unit when it was selected to shoot, add 1 to that attack’s hit roll. For the purposes of this tactic, VEHICLE models each count as 5 models.
  • Each time a model with this tactic makes an attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.

Dark Angels: Grim Resolve

The stalwart descendants of the Lion are renowned for their unshakeable resolve, enduring tenacity and strict fire discipline in battle.

  • Each time a model with this tactic makes an attack, unless that models unit has moved this turn (excluding pile-in and consolidation moves), add 1 to that attack’s hit roll.
  • Each time a Combat Attrition test is taken for a unit with this tactic, it is automatically passed.

Deathwatch: Xenos Hunters

Warriors of the Deathwatch are psycho-conditioned even beyond other Space Marines, rapidly learning about the hundreds of xenos species that threaten Mankind. This, combined with their incredible martial skill and strict discipline, makes them unparalleled xenos hunters; when fighting these enemies they are frighteningly effective.

  • Each time a model with this tactic makes a melee attack against a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit, re-roll a hit roll of 1.
  • After both sides have finished deploying their armies, select one Battlefield Role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.

Flesh Tearers: Fury Within

The Flesh Tearers are possessed of a bloodthirsty recklessness. When controlled and focused, however, this murderous ferocity makes them unstoppable.

Each time a model with this tactic makes a melee attack:
  • If that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
  • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine if it is active for your army.

Imperial Fists: Siege Masters

The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their enemies from behind heavy ramparts with hails of pinpoint fire.

  • Each time a model with this tactic makes a ranged attack, the target does not recieve the benefits of Light Cover against that attack.
  • Each time a model with this tactic makes attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.

Iron Hands: The Flesh is Weak

Most Iron Hands are heavily augmented with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill, while their vehicles have been upgraded with all manner of secret Adeptus Mechanicus technologies that make them incredibly resilient.

  • Each time a model with this tactic would lose a wound, roll one D6: on a 6, that wound is not lost.
  • Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.

Raven Guard: Shadow Masters

The Raven Guard slip through the shadows, halfseen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as the sons of Corax encircle their victims and prepare to level the killing blow. By the time the prey is close enough to direct their fire with any real chance of accuracy, they are caught within the Ravens talons.

  • Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, then the unit with this tactic is treated as having the benefits of light cover against that attack.
  • Each time a ranged attack is made against an INFANTRY unit with this tactic that is entirely on or within a terrain feature, if the attacker is more than 12" away, then the unit with this tactic is treated as having the benefits of dense cover against that attack.

Salamanders: Forged in Battle

To the Salamanders, war is the anvil upon which their strength is wrought, every battle a test in which to prove themselves and the superior craftsmanship of their weapons and armour.

  • Each time a unit with this tactic is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
  • Each time an attack is made against a unit with this tactic, that attack’s wound roll cannot be re-rolled.

Space Wolves: Hunters Unleashed

The Space Wolves train their whole lives for the moment when battle is joined. After a long hunt tensed for the kill, they spring forward to devastating effect.

  • Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks hit roll.
  • Units with this tactic are eligible to perform Heroic Interventions as if they were CHARACTERS.

Ultramarines: Codex Discipline

The sons of Guilliman hold the tenets of the Codex Astartes as sacrosanct, its wisdom guiding them to discipline and measured strategic responses even amidst the hottest-burning flames of battle.

  • Add 1 to the Leadership characteristic of models with this tactic.
  • Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attacks hit roll.

White Scars: Lightning Assault

The White Scars are the Masters of high speed, hit-and-run warfare. Theirs is the fury of the storm, the scent of prey upon the wind. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a lightning strike elsewhere the next.

  • Units with this tactic are eligible to declare a charge with in a turn in which they Advanced or Fell Back.
  • Models with this tactic do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced.

Successor Chapter Tactics

If your chosen Chapter does not have an associated Chapter Tactic, you must instead create their Chapter Tactic by selecting rules from the list here. Unless otherwise stated, your Chapter has two Successor Tactics from the following list:

Bolter Fusillades

With rigorous drilling and singular focus, this Chapter trains its battle-brothers to optimise the killing fury of their bolt weaponry and annihilate their enemies in firefights.

Each time a model with this tactic makes a ranged attack with a bolt weapon, re-roll a hit roll of 1.

Born Heroes

Like demigods of war do the champions of this Chapter bestride the battlefield, taking their blades to any foe who dares challenge them and leaving nought but bloodied corpses in their wake.

Each time a model with this tactic makes a melee attack, if that model's unit made a charge move this turn, add 1 to that attack's hit roll.

Duellists

This Chapter prizes skill and precision in close-quarters combat above simple ferocity. Its warriors are deadly combatants, their attacks flowing around their enemies' guard like smoke.

Each time a model with this tactic makes a melee attack against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically wounds the target.

You cannot select this tactic if you have already selected the Whirlwind of Rage tactic.

Fearsome Aspect

Whether through ominous trappings and iconography, deafening vox-amplified war cries or simply the sheer force of their presence, this Chapter's warriors sow terror amongst the enemy ranks.

Units with this tactic have the following ability: 'Fearsome Aspect (Aura): While an enemy unit is within 3" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit.’

Hungry for Battle

For this Chapter's warriors, all else is but a prelude to the glorious moment in which their warriors' charge crashes home.

Add 1 to Advance rolls and charge rolls made for units with this tactic.

Indomitable

No matter what horrors they face, nor what catastrophic losses they might suffer, this Chapter's warriors stand immovable and fearless before even the most ghastly foe.

Each time a Combat Attrition test is taken for a unit with this tactic, it is automatically passed.

Inheritors of the Primarch

So closely do this Chapter's warriors cleave to the strategic doctrines of their genetic forebears that only their heraldry marks them out as unique from the First Founding Chapter they emulate.

You cannot select this Successor Tactic if you have selected any other Successor Tactic, and if you select this tactic you cannot select a second. Select one of the following Chapters and use the Chapter Tactic of that Chapter as follows: Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard.

Designer's Note: If, in the background of our publications, your Chapter is a known successor of a specific First Founding Chapter, then if you select this Successor Tactic you must select the Chapter Tactic of that First Founding Chapter.

Knowledge is Power

Vast are the data-stacks and Librarius cloisters of this Chapter, and esoteric is the knowledge possessed by its psykers. In battle, they swiftly establish empyric dominance.

Each time a Psychic test or Deny the Witch test is taken for a PSYKER unit with this tactic, re-roll any or all dice results of 1.

Long-range Marksmen

This Chapter's warriors are able to extend the maximum effective range of their firearms through a combination of modified targeting rituals and precision adjustments by their skilled armourers.

Add 3" to the Range characteristic of Rapid Fire and Heavy weapons (excluding Flame weapons) models with this tactic are equipped with.

Master Artisans

Far and wide spreads the fame of this Chapters craftsmen, who fashion the finest masterwork weaponry for their battle-brothers.

Each time a unit with this tactic is selected to shoot or fight, you can re-roll one hit roll when resolving that unit's attacks.

Preferred Enemy

Time and time again, the warriors of this Chapter have faced the same foes. Through bloody defeat and hate-fuelled victory they have learned their enemies' weaknesses well.

When you select this tactic, select one of the following Faction keywords: CHAOS KNIGHTS; TYRANIDS; AELDARI; ORK; HERETIC ASTARTES; NECRONS; T'AU EMPIRE. Each time a model with this tactic makes a melee attack against a unit with that Faction keyword, re-roll a hit roll of 1.

Rapid Assault

Firing from the hip, tracking their targets with enhanced runic displays that flicker lightning-fast across their auto-senses, the warriors of this Chapter lay down punishing fusillades even as they close with the foe.

Models with this tactic do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced.

Scions of the Forge

This Chapter's warriors are expert armourers, their tanks and Dreadnoughts maintained to levels that even the Adeptus Mechanicus would admire.

Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.

Stalwart

How does one defeat warriors whose willpower and determination are so ferocious that they can shrug off even the most catastrophic injuries and keep on fighting?

Each time an attack is made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.

Stealthy

This Chapter makes a virtue of deception and cunning, and drills its battle-brothers in evasive techniques that allow them to hug the shadows and close upon their foes unseen and unsuspected.

Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, the unit with this tactic is treated as having the benefits of light cover against that attack.

Stoic

Bravery runs in the blood of this Chapter's battle-brothers.

Add 1 to the Leadership characteristic of models with this tactic.

Tactical Withdrawal

This Chapter's warriors are well drilled in the art of disengaging only to hurl themselves back into the fray with fresh impetus.

Units with this tactic are eligible to declare a charge with even if they Fell Back this turn.

Warded

Whether through latent psychic talent, personal energy shielding, enhanced reflexes or sheer zealotry, the battle-brothers of this Chapter can shrug off even the most devastating attacks.

Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Whirlwind of Rage

Like ravening beasts this Chapter's battle-brothers fall upon the foe.

Each time a model with this tactic makes a melee attack, if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores 1 additional hit.

You cannot select this tactic if you have already selected the Duellists tactic.

Stratagems by Phase

Before battle

GIFT OF THE KHANS (Space Marines – Requisition)

BEQUEATHED BY THE IRON COUNCIL (Space Marines – Requisition)

HONOURED BY MACRAGGE (Space Marines – Requisition)

HERO OF THE CHAPTER (Adeptus Astartes – Requisition)

RELIC OF THE CHAPTER (Adeptus Astartes – Requisition)

KHAN’S CHAMPION (White Scars – Requisition)

TEMPERED BY WISDOM (White Scars – Requisition)

MARCH OF THE ANCIENTS (Iron Hands – Requisition)

PARAGON OF IRON (Iron Hands – Requisition)

SCION OF THE FORGE (Iron Hands – Requisition)

FAVOUR OF THE RAVENSPIRE (Raven Guard – Requisition)

MASTER OF THE TRIFOLD PATH (Raven Guard – Requisition)

EXEMPLAR OF THE CHAPTER (Ultramarines – Requisition)

HONOURED SERGEANT (Ultramarines – Requisition)

GIFT OF THE PHALANX (Imperial Fists – Requisition)

SENTINEL OF TERRA (Imperial Fists – Requisition)

EXEMPLAR OF THE PROMETHEAN CREED (Salamanders – Requisition)

MASTER ARTISANS (Salamanders – Requisition)

CHAMPION OF THE FEAST (Black Templars – Requisition)

HEIR OF SIGISMUND (Black Templars – Requisition)

REVERED REPOSITORIES (Black Templars – Requisition)

ORISON CULT (Exorcists – Requisition)

CHIEF LIBRARIAN (Blood Ravens)

HONOURED VETERAN OF THE WATCH (Kill Team Strike Force – Requisition)

ATTACK SQUADRON (Specialist Detachment)

CRIMSON FISTS LIBERATOR STRIKE FORCE (Specialist Detachment)

IMPERIAL FISTS SIEGEBREAKER COHORT (Specialist Detachment)

INDOMITUS CRUSADERS (Specialist Detachment)

STALKER PACK (Specialist Detachment)

SWORD BRETHREN (Specialist Detachment)

VICTRIX GUARD (Specialist Detachment)

THANE OF THE RETINUE (Space Wolves – Requisition)

WARRIOR OF LEGEND (Space Wolves – Requisition)

ANGEL ASCENDANT (Blood Angels – Requisition)

ANGEL EXEMPLAR (Blood Angels – Requisition)

LUCIFER-PATTERN ENGINES (Blood Angels – Requisition)

MARKED FOR COMMAND (Dark Angels – Requisition)

PARAGON OF THE CHAPTER (Dark Angels – Requisition)

SECRET AGENDA (Dark Angels – Strategic Ploy)

A VIGIL UNMATCHED (Deathwatch – Requisition)

SANCTION OF THE BLACK VAULT (Deathwatch – Requisition)

TOKEN OF BROTHERHOOD (Raven Guard – Requisition)

CHAMPION OF BLADES (Imperial Fists – Requisition)

TRUST OF PROMETHEUS (Salamanders – Requisition)

A TROPHY BESTOWED (Space Wolves – Requisition)

HONOURED BY THE ARX ANGELICUM (Blood Angels – Requisition)

HONOURED BY THE ROCK (Dark Angels – Requisition)

During deployment

ENCIRCLEMENT (White Scars – Strategic Ploy)

STRIKE FROM THE SHADOWS (Raven Guard – Strategic Ploy)

CUNNING OF THE WOLF (Space Wolves – Battle Tactic)

TELEPORTARIUM (Deathwatch – Strategic Ploy)

Battle Round

At the start of battle round

INFILTRATORS (Raven Guard – Strategic Ploy)

STRANGLEHOLD (Raven Guard – Strategic Ploy)

CYCLE OF WAR (Ultramarines – Strategic Ploy)

RAPID REDEPLOYMENT (Ultramarines – Strategic Ploy)

DEFENCE IN DEPTH (Castellans of the Rift – Strategic Ploy)

FORLORN FURY (Blood Angels – Strategic Ploy)

THE HUNT (Dark Angels – Strategic Ploy)

SHROUD FIELD (Deathwatch – Wargear)

Any phase

PAIN IS A LESSON (Imperial Fists – Strategic Ploy)

RISE FROM THE ASHES (Salamanders – Epic Deed)

STAND YOUR GROUND (Salamanders – Battle Tactic)

DEED WORTHY OF A SAGA (Space Wolves – Epic Deed)

Command phase

ADAPTIVE STRATEGY (Adeptus Astartes – Strategic Ploy)

ORBITAL BOMBARDMENT (Adeptus Astartes – Strategic Ploy)

POWER OF THE MACHINE SPIRIT (Adeptus Astartes – Epic Deed)

TERROR TROOPS (Adeptus Astartes – Strategic Ploy)

WISDOM OF THE ANCIENTS (Adeptus Astartes – Epic Deed)

BOMBASTIC DELIVERY (Black Templars – Epic Deed)

CRUSADER’S WRATH (Black Templars – Battle Tactic)

STRENGTH OF CONVICTION (Black Templars – Strategic Ploy)

VOXBREAKER AUSPEX (Vanguard Spearhead – Wargear)

BESTIAL NATURE (Space Wolves – Strategic Ploy)

GO FOR THE THROAT (Space Wolves – Battle Tactic)

CHALICE OVERFLOWING (Blood Angels – Wargear)

RED RAMPAGE (Blood Angels – Strategic Ploy)

TACTICAL APPRAISAL (Dark Angels – Strategic Ploy)

WRATH OF THE LION (Dark Angels – Battle Tactic)

ADAPTIVE TACTICS (Deathwatch – Epic Deed)

BROTHERHOOD OF VETERANS (Deathwatch – Strategic Ploy)

PRIORITY DOCTRINE ADOPTION (Deathwatch – Strategic Ploy)

Movement phase

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

BORN IN THE SADDLE (White Scars – Strategic Ploy)

HUNTERS’ FUSILLADE (White Scars – Strategic Ploy)

RIDE HARD, RIDE FAST (White Scars – Strategic Ploy)

THE ETERNAL HUNT (White Scars – Battle Tactic)

ENGINE PURGE (Iron Hands – Battle Tactic)

METHODICAL FIREPOWER (Iron Hands – Strategic Ploy)

AMBUSHING FIRE (Raven Guard – Battle Tactic)

SQUAD DOCTRINES (Ultramarines – Strategic Ploy)

TACTICAL EXPERTISE (Ultramarines – Battle Tactic)

BOLSTER DEFENCES (Imperial Fists – Battle Tactic)

PRAETORIAN’S WRATH (Imperial Fists – Battle Tactic)

RITES OF VULKAN (Salamanders – Battle Tactic)

BATTLEFIELD TELEPORTATION (Kill Team Strike Force – Strategic Ploy)

GUERILLA TACTICS (Adeptus Astartes – Strategic Ploy)

HIT-AND-RUN WARFARE (Adeptus Astartes – Strategic Ploy)

STEADY ADVANCE (Adeptus Astartes – Strategic Ploy)

LIGHTNING DEBARKATION (White Scars – Strategic Ploy)

WIND-SWIFT (White Scars – Battle Tactic)

MACHINE EMPATHY (Iron Hands – Epic Deed)

DEADLY CARGO (Black Templars – Strategic Ploy)

UPON WINGS OF FIRE (Blood Angels – Strategic Ploy)

FULL THROTTLE (Dark Angels – Battle Tactic)

DISRUPTIVE LAUNCH (Deathwatch – Strategic Ploy)

RELENTLESS ASSAULT (Deathwatch – Strategic Ploy)

GRAV PULSE (Adeptus Astartes – Wargear)

FEINTING WITHDRAWAL (White Scars – Strategic Ploy)

FALSE FLIGHT (Raven Guard – Strategic Ploy)

FALL BACK AND RE-ENGAGE (Ultramarines – Strategic Ploy)

SABOTEUR EXPLOSIVE PACK (Vanguard Spearhead – Wargear)

INTRACTABLE (Dark Angels – Battle Tactic)

COMBAT REVIVAL (Adeptus Astartes – Epic Deed)

RELENTLESS DETERMINATION (Salamanders – Strategic Ploy)

TRACK AND HUNT (Wolfspear – Battle Tactic)

HEALING BALMS (Space Wolves – Battle Tactic)

DESCENT OF ANGELS (Blood Angels – Battle Tactic)

Enemy Movement phase

BUTCHERED QUARRY (White Scars – Strategic Ploy)

TENACIOUS ASSAULT (Black Templars – Strategic Ploy)

AUSPEX SCAN (Adeptus Astartes – Wargear)

Psychic phase

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

CLOAKED BY THE STORM (Space Wolves – Epic Deed)

SPIRITUAL MIGHT (Blood Angels – Epic Deed)

Enemy Psychic phase

SOULS OF IRON (Iron Hands – Strategic Ploy)

ABHOR THE WITCH (Black Templars – Strategic Ploy)

SPIRITUAL RESOLVE (Exorcists – Strategic Ploy)

RUNIC WARDS (Space Wolves – Wargear)

Shooting phase

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

COGITATED MARTYRDOM (Iron Hands – Requisition)

INSPIRING COMMAND (Ultramarines – Epic Deed)

HERETIC’S PYRE (Black Templars – Wargear)

HEROES OF RYNN’S WORLD (Crimson Fists)

SEISMIC DEVASTATION (Imperial Fists)

FLAKK MISSILE (Adeptus Astartes – Wargear)

HELLFIRE SHELLS (Adeptus Astartes – Wargear)

SHOCK AND AWE (Adeptus Astartes – Wargear)

SUPPRESSION FIRE (Adeptus Astartes – Strategic Ploy)

TREMOR SHELLS (Adeptus Astartes – Wargear)

UNCOMPROMISING FIRE (Adeptus Astartes – Strategic Ploy)

MARTIAL PRECISION (Ultramarines – Battle Tactic)

BOLTER DRILL (Imperial Fists – Battle Tactic)

CLEARANCE PROTOCOLS (Imperial Fists – Strategic Ploy)

CLOSE-RANGE BOLTER FIRE (Imperial Fists – Strategic Ploy)

FLAMECRAFT (Salamanders – Battle Tactic)

IMMOLATION PROTOCOLS (Salamanders – Strategic Ploy)

THE FIRES OF BATTLE (Salamanders – Strategic Ploy)

PUSH THEM BACK (Castellans of the Rift – Battle Tactic)

REGROUP AND STRIKE (Castellans of the Rift – Battle Tactic)

UNFAILING NERVE (Castellans of the Rift – Battle Tactic)

INCENDIARY SHELLS (Black Templars – Wargear)

THE EMPEROR’S WILL (Black Templars – Strategic Ploy)

BLACK VAULT BOLTS (Kill Team Strike Force – Wargear)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

MARKSMAN TARGET-TRACKER (Vanguard Spearhead – Wargear)

PIVOTAL MOMENT (Vanguard Spearhead – Epic Deed)

TACTICAL AUGURY (Vanguard Spearhead – Wargear)

THE SWORDSMAN’S STRIKE (Silver Templars – Battle Tactic)

A HATED FOE (Crimson Fists)

SLAY THE TYRANT (Crimson Fists)

KEEN SENSES (Space Wolves – Strategic Ploy)

DEATHWING ASSAULT (Dark Angels – Battle Tactic)

STASIS SHELL (Dark Angels – Wargear)

TARGETING GUIDANCE (Dark Angels – Strategic Ploy)

WEAPONS FROM THE DARK AGE (Dark Angels – Wargear)

PROGNOSTICATING VOLLEY (Deathwatch – Battle Tactic)

SPECIAL-ISSUE LOADOUT (Deathwatch – Wargear)

MERCY IS WEAKNESS (Iron Hands – Battle Tactic)

WRATHFUL MACHINE SPIRIT (Iron Hands – Battle Tactic)

SONS OF GUILLIMAN (Ultramarines – Battle Tactic)

A HATED FOE (Crimson Fists – Battle Tactic)

SAPPERS (Imperial Fists – Battle Tactic)

SLAY THE TYRANT (Crimson Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

THE CRUCIBLE OF BATTLE (Salamanders – Battle Tactic)

KILLING BLOW (Wolfspear – Battle Tactic)

CAST OUT THY BLACKENED SOUL (Exorcists – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

BOLTER DRILL (Crimson Fists)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

RAPID FIRE (Adeptus Astartes – Battle Tactic)

Enemy Shooting phase

SKILLED RIDERS (Adeptus Astartes – Strategic Ploy)

SMOKESCREEN (Adeptus Astartes – Wargear)

COGITATED MARTYRDOM (Iron Hands – Requisition)

INSPIRING COMMAND (Ultramarines – Epic Deed)

SELF SACRIFICE (Salamanders – Strategic Ploy)

UNBROKEN AND UNBOWED (Castellans of the Rift – Battle Tactic)

HIGH-SPEED FOCUS (Dark Angels – Epic Deed)

TARGETING SCRAMBLERS (Deathwatch – Strategic Ploy)

PARAGONS OF DORN (Crimson Fists)

Being targeted

TRANSHUMAN PHYSIOLOGY (Adeptus Astartes – Battle Tactic)

UNYIELDING IN THE FACE OF THE FOE (Adeptus Astartes – Battle Tactic)

REJECT THE FLESH, EMBRACE THE MACHINE (Iron Hands – Battle Tactic)

UNBROKEN AND UNBOWED (Castellans of the Rift – Battle Tactic)

REFUSAL TO DIE (Blood Angels – Battle Tactic)

Charge phase

ASSAULT LAUNCHERS (Adeptus Astartes – Wargear)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FIERCE RIVALRIES (White Scars – Battle Tactic)

STRIKE FROM THE SKIES (Raven Guard – Strategic Ploy)

THE RAVEN’S BLADE (Raven Guard – Battle Tactic)

ON THE SCENT (Wolfspear – Strategic Ploy)

PACK KILLERS (Space Wolves)

PACK HUNTERS (Space Wolves – Battle Tactic)

HAMMER OF WRATH (Adeptus Astartes – Strategic Ploy)

CHOGORIAN THUNDERBOLTS (White Scars – Strategic Ploy)

THIS IS OUR GROUND! (Castellans of the Rift – Epic Deed)

Enemy Charge phase

OPTIMAL REPULSION DOCTRINES (Iron Hands – Battle Tactic)

BORN PROTECTORS (Salamanders – Strategic Ploy)

TAKE THE FIGHT TO THEM (Castellans of the Rift – Strategic Ploy)

COUNTER CHARGE (Space Wolves – Strategic Ploy)

ATONEMENT THROUGH HONOUR (Deathwatch – Epic Deed)

DEFENSIVE FOCUS (Ultramarines – Strategic Ploy)

STEM THE GREEN TIDE (Deathwatch – Strategic Ploy)

UNBRIDLED ARDOUR (Blood Angels – Strategic Ploy)

STRIKE FIRST, FOR ULTRAMAR! (Ultramarines)

Fight phase

LIBERATORS

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)

STRENGTH OF THE PRIMARCH (Salamanders – Battle Tactic)

DEVOUT PUSH (Black Templars – Battle Tactic)

VICIOUS RIPOSTE (Black Templars – Battle Tactic)

FIGHT LIKE DEMIGODS (Ultramarines)

SEISMIC DEVASTATION (Imperial Fists)

SUFFER NOT THE UNCLEAN TO LIVE (Black Templars)

UPHOLD THE HONOUR OF THE EMPEROR (Black Templars)

LINE UNBREAKABLE (Dark Angels – Battle Tactic)

CLAVIS (Deathwatch – Wargear)

THE GORGON’S RAGE (Iron Hands – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Iron Hands – Battle Tactic)

BITTER ENMITY (Imperial Fists – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Salamanders – Battle Tactic)

REGROUP AND STRIKE (Castellans of the Rift – Battle Tactic)

EXEMPLARS OF THE CRUSADE (Black Templars – Strategic Ploy)

FOR THE EMPEROR’S HONOUR! (Black Templars – Epic Deed)

SKOVAKARAH UHL ZAÛRN! (Emperor’s Spears – Battle Tactic)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

BLOOD SCENT (Space Wolves)

SWIFT STRIKE (Dark Angels)

A HATED FOE (Crimson Fists)

SLAY THE TYRANT (Crimson Fists)

RELENTLESS ASSAULT (Space Wolves – Battle Tactic)

AGGRESSIVE ONSLAUGHT (Flesh Tearers – Battle Tactic)

ANGEL’S SACRIFICE (Blood Angels – Epic Deed)

NO FOE TOO GREAT TO SUBDUE (Dark Angels – Epic Deed)

SWIFT STRIKE (Dark Angels – Strategic Ploy)

DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)

GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)

MELTA BOMB (Adeptus Astartes – Wargear)

A MIGHTY TROPHY (White Scars – Epic Deed)

MERCY IS WEAKNESS (Iron Hands – Battle Tactic)

WRATHFUL MACHINE SPIRIT (Iron Hands – Battle Tactic)

LAY LOW THE TYRANTS (Raven Guard – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Raven Guard – Battle Tactic)

SONS OF GUILLIMAN (Ultramarines – Battle Tactic)

VENGEANCE FOR CALTH (Ultramarines – Battle Tactic)

A HATED FOE (Crimson Fists – Battle Tactic)

SAPPERS (Imperial Fists – Battle Tactic)

SLAY THE TYRANT (Crimson Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

THE CRUCIBLE OF BATTLE (Salamanders – Battle Tactic)

LET THEM COME (Castellans of the Rift – Battle Tactic)

KILLING BLOW (Wolfspear – Battle Tactic)

FIGHT AS BROTHERS (Emperor’s Spears – Battle Tactic)

CAST OUT THY BLACKENED SOUL (Exorcists – Battle Tactic)

A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

CLAIM RUNES (Silver Templars – Battle Tactic)

SAVAGE STRIKE (Space Wolves – Battle Tactic)

THE EMPEROR’S EXECUTIONERS (Space Wolves – Battle Tactic)

VENGEANCE FOR SANGUINIUS (Blood Angels – Battle Tactic)

VISIONS OF SANGUINIUS (Blood Angels – Epic Deed)

DEATH TO THE ALIEN! (Deathwatch – Battle Tactic)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)

STRIKE FOR THE HEART (White Scars – Battle Tactic)

DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)

Enemy Fight phase

LIBERATORS

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)

STRENGTH OF THE PRIMARCH (Salamanders – Battle Tactic)

DEVOUT PUSH (Black Templars – Battle Tactic)

VICIOUS RIPOSTE (Black Templars – Battle Tactic)

FIGHT LIKE DEMIGODS (Ultramarines)

SEISMIC DEVASTATION (Imperial Fists)

SUFFER NOT THE UNCLEAN TO LIVE (Black Templars)

UPHOLD THE HONOUR OF THE EMPEROR (Black Templars)

LINE UNBREAKABLE (Dark Angels – Battle Tactic)

CLAVIS (Deathwatch – Wargear)

THE GORGON’S RAGE (Iron Hands – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Iron Hands – Battle Tactic)

BITTER ENMITY (Imperial Fists – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Salamanders – Battle Tactic)

REGROUP AND STRIKE (Castellans of the Rift – Battle Tactic)

EXEMPLARS OF THE CRUSADE (Black Templars – Strategic Ploy)

FOR THE EMPEROR’S HONOUR! (Black Templars – Epic Deed)

SKOVAKARAH UHL ZAÛRN! (Emperor’s Spears – Battle Tactic)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

BLOOD SCENT (Space Wolves)

SWIFT STRIKE (Dark Angels)

A HATED FOE (Crimson Fists)

SLAY THE TYRANT (Crimson Fists)

RELENTLESS ASSAULT (Space Wolves – Battle Tactic)

AGGRESSIVE ONSLAUGHT (Flesh Tearers – Battle Tactic)

ANGEL’S SACRIFICE (Blood Angels – Epic Deed)

NO FOE TOO GREAT TO SUBDUE (Dark Angels – Epic Deed)

SWIFT STRIKE (Dark Angels – Strategic Ploy)

DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)

GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)

MELTA BOMB (Adeptus Astartes – Wargear)

MERCY IS WEAKNESS (Iron Hands – Battle Tactic)

WRATHFUL MACHINE SPIRIT (Iron Hands – Battle Tactic)

LAY LOW THE TYRANTS (Raven Guard – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Raven Guard – Battle Tactic)

SONS OF GUILLIMAN (Ultramarines – Battle Tactic)

VENGEANCE FOR CALTH (Ultramarines – Battle Tactic)

A HATED FOE (Crimson Fists – Battle Tactic)

SAPPERS (Imperial Fists – Battle Tactic)

SLAY THE TYRANT (Crimson Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

LET THEM COME (Castellans of the Rift – Battle Tactic)

KILLING BLOW (Wolfspear – Battle Tactic)

FIGHT AS BROTHERS (Emperor’s Spears – Battle Tactic)

CAST OUT THY BLACKENED SOUL (Exorcists – Battle Tactic)

A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

CLAIM RUNES (Silver Templars – Battle Tactic)

SAVAGE STRIKE (Space Wolves – Battle Tactic)

THE EMPEROR’S EXECUTIONERS (Space Wolves – Battle Tactic)

VENGEANCE FOR SANGUINIUS (Blood Angels – Battle Tactic)

VISIONS OF SANGUINIUS (Blood Angels – Epic Deed)

DEATH TO THE ALIEN! (Deathwatch – Battle Tactic)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)

DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)

Morale phase

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

COURAGE AND HONOUR! (Ultramarines – Battle Tactic)

THE SHIELD UNWAVERING (Imperial Fists – Battle Tactic)

Enemy Morale phase

SAVAGE DESTRUCTION (Flesh Tearers – Strategic Ploy)

Taking casualties

ARMOUR OF CONTEMPT (Adeptus Astartes – Epic Deed)

ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)

AVENGE THE FALLEN (Ultramarines – Battle Tactic)

Enemy taking casualties

A MIGHTY TROPHY (White Scars – Epic Deed)

DECAPITATING BLOW (Raven Guard – Strategic Ploy)

SIGNAL THE ATTACK (Dark Angels)

STRUCTURAL DEMOLITION (Imperial Fists)

End of your turn

A DEADLY PRIZE (Raven Guard – Strategic Ploy)

SEE, BUT REMAIN UNSEEN (Raven Guard – Strategic Ploy)


Stratagems

If your army includes any ADEPTUS ASTARTES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <CHAPTER> on that Stratagem (if any) with the name of the Chapter that your selected unit is drawn from.

DEATH TO THE TRAITORS!1CP
Adeptus Astartes – Battle Tactic Stratagem

Of all Humanity’s foes, none are as hated as the Heretic Astartes, for they have betrayed their ancient oaths.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll.
HONOUR THE CHAPTER2CP
Adeptus Astartes – Battle Tactic Stratagem

Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.

Use this Stratagem at the end of the Fight phase. Select one ASSAULT INTERCESSOR SQUAD unit from your army that is within Engagement Range of any enemy units; that unit can fight again.
FURY OF THE FIRST1CP
Adeptus Astartes – Battle Tactic Stratagem

When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES unit from your army is selected to shoot, or in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a TERMINATOR model in that unit makes an attack, add 1 to that attacks hit roll.
TRANSHUMAN PHYSIOLOGY1CP/2CP
Adeptus Astartes – Battle Tactic Stratagem

Space Marines can fight through even the most grievous of wounds.

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
RAPID FIRE2CP
Adeptus Astartes – Battle Tactic Stratagem

The combination of superhuman reflexes and bolter-drills means Space Marine Intercessors can produce a devastating rate of fire.

Use this Stratagem at the end of your Shooting phase. Select one INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD unit from your army; that unit can shoot again.
GENE-WROUGHT MIGHT1CP
Adeptus Astartes – Battle Tactic Stratagem

Blessed with incredible strength, Primaris Space Marines deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
UNYIELDING IN THE FACE OF THE FOE1CP
Adeptus Astartes – Battle Tactic Stratagem

Those clad in Gravis armour are walking ceramite strongpoints.

Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
ONLY IN DEATH DOES DUTY END2CP
Adeptus Astartes – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
ARMOUR OF CONTEMPT1CP
Adeptus Astartes – Epic Deed Stratagem

The belligerency of some Adeptus Astartes machine spirits makes them unyielding foes to face.

Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
POWER OF THE MACHINE SPIRIT2CP
Adeptus Astartes – Epic Deed Stratagem

There are many tales of machine spirits wreaking havoc on the foe, even after their crew are slain and critical systems are failing.

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
WISDOM OF THE ANCIENTS1CP
Adeptus Astartes – Epic Deed Stratagem

Each fallen champion who rests within the sarcophagus of a Dreadnought has seen a thousand battles and slain foes beyond counting. All such noble warriors are immensely inspiring to their battle-brothers.

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES DREADNOUGHT model from your army (excluding WULFEN and DEATH COMPANY models). Until the start of your next Command phase, that model gains either the Rites of Battle ability or the Tactical Precision ability, as shown below:
  • Rites of Battle (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
  • Tactical Precision (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
COMMANDING ORATORY2CP
Adeptus Astartes – Epic Deed Stratagem

Fuelled by battlefield adrenaline, the Chaplain recites his litanies with even greater fervour, inspiring the warriors around him.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
COMBAT REVIVAL1CP
Adeptus Astartes – Epic Deed Stratagem

With decades of experience, the Apothecary confidently works with at high speed to return wounded brothers to the fray.

Use this Stratagem at the end of your Movement phase. Select one <CHAPTER> APOTHECARY unit from your army and then select one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit (excluding an INVADER ATV SQUAD) that is not at its Starting Strength and is within 3" of that <CHAPTER> APOTHECARY. One of the selected unit's destroyed models is returned to its unit with its full wounds remaining.
RELIC OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem

In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and give them one Chapter Relic (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
HERO OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem

Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
HIT-AND-RUN WARFARE1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
HAMMER OF WRATH1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marines with jump packs crash into combat with bonebreaking force.

Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.
SKILLED RIDERS1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marine riders and pilots rely on their post-human reflexes to weave around incoming.fire.

Use this Stratagem in your opponent's Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's hit roll.
UNCOMPROMISING FIRE2CP
Adeptus Astartes – Strategic Ploy Stratagem

Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing.
STEADY ADVANCE2CP
Adeptus Astartes – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of fire.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.
ADAPTIVE STRATEGY2CP
Adeptus Astartes – Strategic Ploy Stratagem

The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.

Use this Stratagem in your Command phase, if a <CHAPTER> WARLORD from your army is on the battlefield and a combat doctrine is active for your army. Select one <CHAPTER> CORE unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator Doctrine, Tactical Doctrine and Assault Doctrine are considered to be active for that attack.
SUPPRESSION FIRE1CP
Adeptus Astartes – Strategic Ploy Stratagem

Few indeed are the foes who can hope to escape the savage barrage of Space Marine artillery with their wits intact.

Use this Stratagem in your Shooting phase, when a WHIRLWIND model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire Overwatch or Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.
TERROR TROOPS2CP
Adeptus Astartes – Strategic Ploy Stratagem

At the most critical time, Reivers engage their armour's enhanced features to terrify and disrupt the enemy as much as possible.

Use this Stratagem in your Command phase. Select one REIVER unit from your army.
  • That unit gains the following ability: 'Terror Troops (Aura): Until the start of your next Command phase, while an enemy unit is within 3" of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker.
  • Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or a charge move within 3" of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit's Leadership characteristic, the action the unit is attempting to perform immediately fails.
GUERILLA TACTICS1CP
Adeptus Astartes – Strategic Ploy Stratagem

At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate and strike the foe again.

Use this Stratagem in your Movement phase, when a PHOBOS unit from your army that is more than 6" from any enemy models is selected to move. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves. That unit cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
ORBITAL BOMBARDMENT3CP
Adeptus Astartes – Strategic Ploy Stratagem

The Chapter's orbiting star ships stand ready to unleash hell.

Use this Stratagem in your Command phase, if an ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding l if the unit being rolled for is within 3" of the centre of the marker and subtracting l if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.
AUSPEX SCAN2CP
Adeptus Astartes – Wargear Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
TREMOR SHELLS1CP
Adeptus Astartes – Wargear Stratagem

These shells burrow deep into the ground before detonating; though the force of the blast is reduced, the resulting shock wave is sufficient to hurl the foe from their feet.

Use this Stratagem in your Shooting phase, when selecting a target for a THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from that attack's wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and subtract 2 from Advance rolls and charge rolls made for that unit.
SHOCK AND AWE1CP
Adeptus Astartes – Wargear Stratagem

Space Marine forces use shock grenades and similar weapons to stun and distract the enemy with blinding light and raucous noise.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES SHOCK GRENADES or LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6" of that unit. Until the start of your next turn:
  • The selected unit cannot fire Overwatch or Set to Defend.
  • Each time a model in the selected unit makes an attack, subtract 1 from that attack's hit roll.
ASSAULT LAUNCHERS1CP
Adeptus Astartes – Wargear Stratagem

Assault launchers fire salvoes of explosive charges at the enemy, causing horrific damage to those who are caught out of cover.

Use this Stratagem at the start of your Charge phase. Select one ADEPTUS ASTARTES ASSAULT LAUNCHERS unit from your army and one enemy unit (excluding VEHICLE or MONSTER units) within 9" of that unit. That enemy unit can either brace or duck for cover.
  • If that unit braces, it suffers D3 mortal wounds.
  • If that unit ducks for cover, then until the end of the turn, subtract 1 from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.
MELTA BOMB1CP
Adeptus Astartes – Wargear Stratagem

Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends.
GRAV PULSE1CP
Adeptus Astartes – Wargear Stratagem

Crews of gravitic battle tanks can discharge directed pulses of gravitic force through their ventral plates.

Use this Stratagem in either:
  • Your Movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back.
  • Your opponent’s Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSOR FIELD unit.
HELLFIRE SHELLS1CP
Adeptus Astartes – Wargear Stratagem

Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, a hellstorm heavy bolter or an executor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends (if a hit is scored against a MONSTER unit, that unit suffers 3 mortal wounds instead of D3).
FLAKK MISSILE1CP
Adeptus Astartes – Wargear Stratagem

Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army targets an AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack's hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
SMOKESCREEN1CP
Adeptus Astartes – Wargear Stratagem

Throwing down a hail of smoke grenades or deploying their smoke launchers, the Space Marines screen themselves from the enemy.

Use this Stratagem in your opponent's Shooting phase, when an ADEPTUS ASTARTES SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.

Black Templars Stratagems

If your army includes any BLACK TEMPLARS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

DEVOUT PUSH1CP
Black Templars – Battle Tactic Stratagem

With a zealous cry, the Black Templars press forward towards victory.

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit from your army, then select one of the following:
  • If that unit is not within Engagement Range of an enemy unit, make a Normal Move of up to 3" with that unit. It must end this move either closer to the closest enemy unit or closer to the closest objective marker. That unit cannot use this move to embark within a TRANSPORT model.
  • If that unit is within Engagement Range of any enemy units, make a pile-in move with that unit.
VICIOUS RIPOSTE1CP
Black Templars – Battle Tactic Stratagem

Every blow struck against a Black Templar is answered in kind. Even as they are laid low, their blades still lash out at the enemies of the divine Emperor.

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS CORE unit from your army. Until the end of the phase, each time a model in that unit is destroyed by a melee attack and does not explode, roll one D6: on a 5+, after the attacking models unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).
CRUSADER’S WRATH2CP
Black Templars – Battle Tactic Stratagem

At a critical point in the battle, the Black Templar host channels its fervour into their strikes, breaking the back of the enemy force in a hatred-fuelled flurry of blows.

Use this Stratagem in your Command phase, if the Assault doctrine is active for your army. Until the start of your next Command phase, each time a BLACK TEMPLARS model from your army makes an attack with a Pistol or Melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine. You can only use this Stratagem once.
FOR THE EMPEROR’S HONOUR!2CP
Black Templars – Epic Deed Stratagem

Filled with the spirit of Sigismund, this warrior roars a challenge to his foes, daring them to face him in single combat.

Use this Stratagem in the Fight phase. Select one BLACK TEMPLARS CHARACTER unit (excluding VEHICLE units) from your army and one enemy CHARACTER unit. Until the end of the phase, each time that enemy CHARACTER unit is selected to fight, if the selected BLACK TEMPLARS CHARACTER unit is within Engagement Range of that enemy CHARACTER unit when your opponent is selecting targets for its attacks, those attacks can only target the selected BLACK TEMPLARS CHARACTER unit.
BOMBASTIC DELIVERY2CP
Black Templars – Epic Deed Stratagem

Even under heaviest fire, the voices of the Chaplains ring out above the fray, exhorting those in their charge to ever greater acts of heroism.

Use this Stratagem in your Command phase, when you select a BLACK TEMPLARS CHAPLAIN unit to recite a litany. One litany that unit recites this phase is automatically inspiring (do not roll), and that unit can recite one additional litany during this phase.
REVERED REPOSITORIES1CP
Black Templars – Requisition Stratagem

The crusade ships of the Black Templars maintain vast armouries of blessed weapons and sacred artefacts.

Use this Stratagem before the battle, when you are mustering your army. Select one BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. That model can have one of the following Relics of the Eternal Crusade, even though they are not a CHARACTER: Witchseeker Bolts; Sword of Judgement; Skull of the Cacodominus; Master-crafted Weapon; Digital Weapons. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
HEIR OF SIGISMUND1CP
Black Templars – Requisition Stratagem

The leaders of the Black Templars must seek to emulate the example set by Sigismund himself, exhibiting strategic excellence worthy of the sons of Dorn. Such warriors command the greatest hosts, and leave a legacy of successful crusades behind them.

Use this Stratagem after nominating a BLACK TEMPLARS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Black Templars Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
CHAMPION OF THE FEAST1CP
Black Templars – Requisition Stratagem

To triumph over the champions of other Imperial Fists successors requires a warrior of superlative skill and fortitude.

Use this Stratagem before the battle. Select one BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. Add 1 to that model’s Attacks and Wounds characteristics and improve that model’s Weapon Skill characteristic by 1. You can only use this Stratagem once.
ABHOR THE WITCH1CP
Black Templars – Strategic Ploy Stratagem

The Black Templars’ zealous hatred of heretical sorcery steels their minds and bodies against psychic assaults.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made. If that enemy PSYKER unit is within 24" of any BLACK TEMPLARS units from your army, roll one D6: on a 4+, that psychic power is denied.
TENACIOUS ASSAULT1CP
Black Templars – Strategic Ploy Stratagem

The Black Templars rarely permit their foes to retreat. Every avenue of escape is closed by glowing blades and revving chainswords.

Use this Stratagem when an enemy INFANTRY or BEAST unit (excluding units that can FLY) that is within Engagement Range of any BLACK TEMPLARS units from your army is selected to Fall Back. Roll one D6: on a 4+, that unit cannot Fall Back.
STRENGTH OF CONVICTION1CP
Black Templars – Strategic Ploy Stratagem

The presence of these black-clad killers can force any challenger to back down, lest the wrath of the Emperor be visited upon them.

Use this Stratagem in your Command phase. Select one BLACK TEMPLARS CORE unit from your army. Until the start of your next Command phase, that unit has the Objective Secured ability.
THE EMPEROR’S WILL1CP
Black Templars – Strategic Ploy Stratagem

It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes. In battle they are never still, surging towards the enemy, bolters blazing.

Use this Stratagem in your Shooting phase. Select one BLACK TEMPLARS INFANTRY unit from your army that Advanced this turn. Until the end of the phase:
  • That unit is still eligible to shoot with, but you can only make attacks using Pistol, Rapid Fire or Assault weapons when you select that unit to shoot with.
  • Models from that unit do not suffer the penalty incurred to their hit rolls for firing Assault weapons.
DEADLY CARGO1CP
Black Templars – Strategic Ploy Stratagem

The Black Templars use of the Crusader-pattern Land Raider is unparalleled. These vehicles roar into the very teeth of the enemy's guns before disgorging their deadly cargo into the heart of the foe.

Use this Stratagem in your Movement phase. Select one BLACK TEMPLARS LAND RAIDER CRUSADER model from your army that made a Normal Move this phase. Units embarked within this TRANSPORT can disembark in this phase but cannot be selected to move again this phase.
EXEMPLARS OF THE CRUSADE1CP
Black Templars – Strategic Ploy Stratagem

A Marshal’s Sword Brethren are among the greatest warriors of the Chapter, leading by example in the thickest of the fighting.

Use this Stratagem in the Fight phase. Select one SWORD BRETHREN unit from your army. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
HERETIC’S PYRE1CP
Black Templars – Wargear Stratagem

To be entrusted with a holy flame weapon is a great honour among the warriors of the crusade. It is their duty to ensure that the greatest heretics are suitably punished with purifying flame.

Use this Stratagem at the start of your Shooting phase. Select one BLACK TEMPLARS CORE unit from your army. Until the end of the phase:
  • Each time a flame weapon from that unit targets a unit that has between 6 and 10 models, it makes a minimum of 3 attacks.
  • Each time a flame weapon from that unit targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made - instead, make the maximum possible number of attacks.
If the selected unit is a MK X GRAVIS unit, this Stratagem costs 2CP; otherwise it costs 1CP.
INCENDIARY SHELLS1CP
Black Templars – Wargear Stratagem

Trusted Neophytes will sometimes be permitted to carry a supply of these shells into battle. Fitted with a thermite core, as they strike the foe they ignite, bringing the burning wrath of the Emperor to the target.

Use this Stratagem in your Shooting phase, when a BLACK TEMPLARS unit from your army is selected to shoot with. Until the end of the phase, each time a model in that unit makes an attack with an Astartes shotgun, that attack has a Damage characteristic of 2.

Blood Angels Stratagems

If your army includes any BLOOD ANGELS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

DESCENT OF ANGELS1CP
Blood Angels – Battle Tactic Stratagem

The Blood Angels are masters of aerial assault, leaping from aircraft with jump packs roaring to plunge into the heat of battle.

Use this Stratagem at the end of your Movement phase. Select one BLOOD ANGELS CORE JUMP PACK unit from your army that was set up on the battlefield during the Reinforcements step of this phase. Until the end of the turn:
  • Each time a charge roll is made for that unit, you can ignore any or all modifiers to that charge roll.
  • Each time a model in that unit makes an attack, add 1 to that attacks hit roll.
VENGEANCE FOR SANGUINIUS1CP
Blood Angels – Battle Tactic Stratagem

None are as hated by the Blood Angels as the Black Legion, for it was their gene-sire, Horus, who slew Sanguinius millennia ago.

Use this Stratagem in the Fight phase, when a BLOOD ANGELS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a BLACK LEGION unit, you can re-roll that attacks hit roll and you can re-roll that attacks wound roll.
REFUSAL TO DIE1CP/2CP
Blood Angels – Battle Tactic Stratagem

When a battle-brother is gripped in the darkest depths of the Black Rage, only the direst of wounds can penetrate the madness and lay them low.

Use this Stratagem after a DEATH COMPANY unit from your army is selected as the target of an attack. Until the end of the phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost. You can only use this Stratagem once per turn. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
AGGRESSIVE ONSLAUGHT1CP
Flesh Tearers – Battle Tactic Stratagem

Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.

Use this Stratagem in the Fight phase. Select one FLESH TEARERS INFANTRY unit from your army. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".
ANGEL’S SACRIFICE1CP
Blood Angels – Epic Deed Stratagem

The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.

Use this Stratagem in the Fight phase. Select one BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) from your army. Until the end of the phase, each time an enemy unit is selected to fight, if a model in that unit is within Engagement Range of that CHARACTER unit when your opponent is selecting targets for its attacks, those attacks can only target that CHARACTER unit.
SPIRITUAL MIGHT1CP
Blood Angels – Epic Deed Stratagem

The Blood Angels are numbered amongst the most psychically gifted of all the Space Marine Chapters.

Use this Stratagem in your Psychic phase. Select one BLOOD ANGELS PSYKER unit from your army. You can attempt to manifest one additional psychic power with that unit this phase.
VISIONS OF SANGUINIUS1CP
Blood Angels – Epic Deed Stratagem

As the last vestiges of their sanity slip away, the fallen heroes of the Death Company fight with the burning conviction that they are the Primarch himself.

Use this Stratagem when a DEATH COMPANY CHARACTER model from your army is selected to fight. That model can do one of the following:
  • If that model has already used a Death Vision, it can use another Death Vision this phase (this cannot be a Death Vision you have already used during this battle).
  • If that model has not already used a Death Vision, it can use two different Death Visions this phase (neither can be a Death Vision you have already used during this battle).
ANGEL EXEMPLAR1CP
Blood Angels – Requisition Stratagem

The noble lords of the Blood Angels are mighty warriors indeed, but even within this exalted brotherhood, some heroic individuals stand out amongst their peers.

Use this Stratagem after nominating a BLOOD ANGELS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them. If this model is from the Blood Angels or one of their successor Chapters (other than the Flesh Tearers), this must be from the Blood Angels Warlord Traits table. If this model is from the Flesh Tearers Chapter, this must be from the Flesh Tearers Warlord Traits table instead. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
ANGEL ASCENDANT1CP
Blood Angels – Requisition Stratagem

Those who exemplify the finest qualities of the Blood Angels will be entrusted to bear powerful wargear into battle.

Use this Stratagem before the battle. Select one BLOOD ANGELS model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER model: Master-crafted Weapon; Digital Weapons; Fleshrender Grenades; Quake Bolts. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
LUCIFER-PATTERN ENGINES1CP
Blood Angels – Requisition Stratagem

Chambers flooded with nitro-sanctified unguents, Lucifer-pattern engines bellow their fury and propel Blood Angels tanks into battle at breakneck speed.

Use this Stratagem before the battle. Select one BLOOD ANGELS VEHICLE model (excluding a DREADNOUGHT model, or a model that can FLY) from your army. That model gains the following ability: ‘Overcharged Engines: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.’
HONOURED BY THE ARX ANGELICUM1CP
Blood Angels – Requisition Stratagem

In extremis, the Chapter Master of the Blood Angels will bestow one of their treasured relics to a worthy champion from one of their successor Chapters.

Use this Stratagem after nominating a model drawn from a Blood Angels successor Chapter to be your WARLORD. You can give one Relic of the Angels to a CHARACTER model in your army that is drawn from a Blood Angels successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the BLOOD ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
RED RAMPAGE1CP
Blood Angels – Strategic Ploy Stratagem

In times of great desperation, fury and ferocity can be a warrior’s strongest allies.

Use this Stratagem in your Command phase if the Assault Doctrine is active for your army. Until your next Command phase, each time a BLOOD ANGELS model from your army makes an attack with a Pistol or melee weapon, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1. This bonus is cumulative with the Combat Doctrines ability. You can only use this Stratagem once.
UNBRIDLED ARDOUR1CP
Blood Angels – Strategic Ploy Stratagem

The Sanguinary Guard exemplify the noble heritage of Sanguinius, leaping to their battle-brothers' defence.

Use this Stratagem at the end of the Heroic Interventions step of your opponent’s Charge phase. Select one SANGUINARY GUARD unit from your army that is within 6" horizontally and 5" vertically of any enemy units. The selected unit is eligible to perform a Heroic Intervention as if it were a CHARACTER unit, and when performing that Heroic Intervention, each model in that unit can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
FORLORN FURY1CP/2CP
Blood Angels – Strategic Ploy Stratagem

So lost to rage are the Death Company that they surge unstoppably into battle, eagerly outpacing their brothers.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one DEATH COMPANY unit from your army. That unit can make a Normal Move of up to 12" as if it were your Movement phase, but must end that move more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains a DREADNOUGHT model, or if it contains 6 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP. You can only use this Stratagem once.
UPON WINGS OF FIRE1CP
Blood Angels – Strategic Ploy Stratagem

The Blood Angels soar high, masters of the war-torn skies.

Use this Stratagem in your Movement phase. Select one BLOOD ANGELS CORE JUMP PACK unit from your army and remove it from the battlefield. In the Reinforcements step of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
SAVAGE DESTRUCTION1CP
Flesh Tearers – Strategic Ploy Stratagem

Enemy fighters scramble to escape the Flesh Tearers’ ferocity.

Use this Stratagem in the Morale phase, when a Morale test is failed for an enemy unit that is within Engagement Range of any FLESH TEARERS units from your army. Until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit.
CHALICE OVERFLOWING1CP
Blood Angels – Wargear Stratagem

Sanguinary Priests refuse to let any of their Primarch’s blood fall.

Use this Stratagem in your Command phase. Select one SANGUINARY PRIEST model from your army. That model can use its Blood Chalice ability one additional time this phase.

Dark Angels Stratagems

If your army includes any DARK ANGELS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend CPs to use them.

WRATH OF THE LION2CP
Dark Angels – Battle Tactic Stratagem

At the most vital point in battle, the Dark Angels channel all their focus and aggression to smash the foe.

Use this Stratagem in your Command phase if a combat doctrine is active for your army. Until the start of your next Command phase, each time a DARK ANGELS model from your army makes an attack with a weapon specified by the active combat doctrine, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the active combat doctrine. You can only use this Stratagem once.
INTRACTABLE2CP
Dark Angels – Battle Tactic Stratagem

Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course of action.

Use this Stratagem in your Movement phase, when a DARK ANGELS unit from your army is selected to Fall Back.
  • If that unit has the Inner Circle ability, you do not need to first roll 2D6 to see if it can Fall Back - it can automatically do so.
  • Until the end of the turn, that unit is eligible to shoot.
DEATHWING ASSAULT1CP
Dark Angels – Battle Tactic Stratagem

The Deathwing have learned to begin their sweeping fire patterns immediately upon their arrival from teleportation.

Use this Stratagem in your Shooting phase, when a DEATHWING unit from your army is selected to shoot. Each time a model in that unit makes a ranged attack, if it was set up on the battlefield this turn as a result of a teleport homer or teleport strike, add 1 to that attack’s wound roll.
FULL THROTTLE1CP/2CP
Dark Angels – Battle Tactic Stratagem

Forsaking all firepower, the Ravenwing gun their engines and advance and breakneck speeds.

Use this Stratagem in your Movement phase, after a RAVENWING unit from your army Advances. That unit immediately makes a Normal Move of up to 12", but is not eligible to shoot with or declare a charge with this turn. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
LINE UNBREAKABLE1CP
Dark Angels – Battle Tactic Stratagem

Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.

Use this Stratagem at the start of the Fight phase. Select one DARK ANGELS INFANTRY unit from your army. Until the end of the phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of it (note that this means that enemy models that are not within Engagement Range but are within 1/2" of a model from their own unit that is itself within 1/2" of this DARK ANGELS INFANTRY unit cannot target it with melee attacks this phase).
HIGH-SPEED FOCUS1CP
Dark Angels – Epic Deed Stratagem

Pushing themselves and their craft to the limit, Ravenwing pilots perform a series of death-defying aerial manoeuvres to avoid enemy fire.

Use this Stratagem in your opponent’s Shooting phase, when you allocate a ranged attack to a RAVENWING VEHICLE model from your army. Until the start of your next turn, that model has a 4+ invulnerable save against ranged attacks.
NO FOE TOO GREAT TO SUBDUE2CP
Dark Angels – Epic Deed Stratagem

Channelling all of their hatred into their blows, these veteran warriors obliterate even the mightiest foes in a storm of energised strikes.

Use this Stratagem in the Fight phase, when a DEATHWING KNIGHTS unit from your army is chosen to fight. Until the end of the phase, each time a model in that DEATHWING KNIGHTS unit makes an attack with a mace of absolution against an enemy VEHICLE or MONSTER unit, add 1 to that attacks wound roll and improve the Armour Penetration characteristic of that attack by 1.
MARKED FOR COMMAND1CP
Dark Angels – Requisition Stratagem

On occasion, a junior-ranking leader will demonstrate ability expected only of those of much loftier rank. Such individuals are highly rewarded, and marked for greater things.

Use this Stratagem before the battle. Select one DARK ANGELS Ravenwing Huntmaster or Knight Master model or a DARK ANGELS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Atonement; Bolts of Judgement. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
PARAGON OF THE CHAPTER1CP
Dark Angels – Requisition Stratagem

The Dark Angels’ commanders are expected to have prodigious tactical and martial skills. Even in this elite group, some individuals stand out.

Use this Stratagem after nominating a DARK ANGELS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Dark Angels Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, reroll duplicate results). You can only use this Stratagem once.
HONOURED BY THE ROCK1CP
Dark Angels – Requisition Stratagem

It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.

Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your WARLORD. You can give one Relic of the Rock to a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
TACTICAL APPRAISAL1CP
Dark Angels – Strategic Ploy Stratagem

Dark Angels commanders know that adaptability in the heat of battle is key to victory, and are decisive in taking action to overcome their foes.

Use this Stratagem in your Command phase. Select one DARK ANGELS unit from your army within 6" of your WARLORD, then select one combat doctrine. Until the start of your next Command phase, for the purposes of that unit, treat that combat doctrine as being active for your army instead of the active combat doctrine. You can only use this Stratagem if every unit from your army has the Combat Doctrines ability (excluding SERVITOR, AGENT OF THE IMPERIUM and UNALIGNED units).
THE HUNT2CP/3CP
Dark Angels – Strategic Ploy Stratagem

The Ravenwing are expert scouts as well as hunters, and take advantage of these skills to move to the most advantageous positions before battle begins.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one RAVENWING unit from your army. That unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.
TARGETING GUIDANCE2CP
Dark Angels – Strategic Ploy Stratagem

Ravenwing Land Speeders and Storm Speeders gather and relay targeting data to the rest of the Chapter.

Use this Stratagem in your Shooting phase. Select one enemy unit within 18" of and visible to a RAVENWING LAND SPEEDER or RAVENWING STORM SPEEDER unit from your army. Until the end of the phase, each time a model in a friendly DARK ANGELS unit makes a ranged attack against the selected enemy unit, add 1 to that attacks hit roll.
SWIFT STRIKE2CP/3CP
Dark Angels – Strategic Ploy Stratagem

The Ravenwing strike swiftly and withdraw before the foe can react.

Use this Stratagem in the Fight phase, after a RAVENWING unit from your army has fought. If that unit is within Engagement Range of any enemy units, it can Fall Back as if it were the Movement phase. Otherwise, it can make a Normal Move as if it were the Movement phase. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
SECRET AGENDA1CP
Dark Angels – Strategic Ploy Stratagem

The Dark Angels’ goals are impossible to understand.

Use this Stratagem after selecting secondary objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score victory points or experience points for it, reveal it to your opponent. Note that you must still have a record of your selection. We recommend writing it down and concealing it until revealed. You can only use this Stratagem once.
STASIS SHELL2CP
Dark Angels – Wargear Stratagem

Upon detonation, a stasis shell momentarily freezes time.

Use this Stratagem in your Shooting phase, when a RAVENWING model from your army shoots with an astartes grenade launcher. That model can only make one attack with that weapon this phase. If a hit is scored, the target is caught in stasis until the start of your next turn and the attack sequence ends. While a unit (excluding VEHICLE and MONSTER units) is caught in stasis, it cannot Fall Back.
WEAPONS FROM THE DARK AGE2CP
Dark Angels – Wargear Stratagem

The Rock’s Armoury houses all manner of ancient wonders.

Use this Stratagem in your Shooting phase, when a DARK ANGELS unit from your army is selected to shoot. Until the end of the phase, add 1 to the Damage characteristic of plasma weapons models in that unit are equipped with.

Deathwatch Stratagems

If your army includes any DEATHWATCH Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend Command points to use them.

DEATH TO THE ALIEN!1CP
Deathwatch – Battle Tactic Stratagem

The vehement hatred that the Deathwatch feel for their xenosfoes is a potent weapon in its own right.

Use this Stratagem in the Fight phase, when a DEATHWATCH unit from your army is selected to fight. Until the end of the phase, while that unit is within Engagement Range of any TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE units, add 1 to the Attacks characteristic of models in that unit.
PROGNOSTICATING VOLLEY1CP
Deathwatch – Battle Tactic Stratagem

Engaging oracular ballistic contra-auguries, the Deathwatch erect a web of firepower that even their swift Aeldari targets cannot evade through their trickery.

Use this Stratagem in your Shooting phase, when a DEATHWATCH unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack against an AELDARI unit, you can ignore any or all hit roll and Ballistic Skill modifiers for that attack.
SYNAPTIC SEVERANCE1CP
Deathwatch – Battle Tactic Stratagem

The Deathwatch know better than any the value of eliminating the leader-beasts that coordinate Tyranid swarms in battle, as well as the optimum ganglions to aim for to ensure neural haemorrhage.

Use this Stratagem in your Shooting phase or the Fight phase, when a Death watch unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack against a TYRANIDS SYNAPSE unit, an unmodified hit roll of 6 automatically wounds the target.
ADAPTIVE TACTICS2CP
Deathwatch – Epic Deed Stratagem

Only a truly versatile approach to warfare allows the tactical genius of a Watch Master to best the myriad xenos foes they face.

Use this Stratagem in your Command phase, if a WATCH MASTER unit from your army is on the battlefield. Change the Battlefield Role selected for the purposes of the Xenos Hunters Chapter Tactic for your army. You can only use this Stratagem once.
ATONEMENT THROUGH HONOUR1CP
Deathwatch – Epic Deed Stratagem

Regardless of their origins, all Black Shields fight with a grim and stubborn fury to prove their loyalty to the Imperium.

Use this Stratagem in your opponent’s Charge phase. Select one DEATHWATCH unit from your army that contains a Black Shield, that unit can perform a Heroic Intervention this phase as if it were a CHARACTER unit.
SANCTION OF THE BLACK VAULT1CP
Deathwatch – Requisition Stratagem

In missions with certain classes of extremis threat rating, the wardens of the Black Vault may grant an exceptional artefact to a veteran warrior of proven skill in the eradication of the xenos.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATHWATCH keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Relics of the Watch Fortresses, even though they are not a CHARACTER: Artificer Armour; Master-crafted Weapon; Digital Weapons; Banebolts of Eryxia; Artificer Bolt Cache. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
A VIGIL UNMATCHED1CP
Deathwatch – Requisition Stratagem

Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.

Use this Stratagem after nominating a DEATHWATCH CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Deathwatch Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
STEM THE GREEN TIDE2CP
Deathwatch – Strategic Ploy Stratagem

As the Orks begin their stampeding charge, the Deathwatch hurl tanglefoot grenades into their midst.

Use this Stratagem in the Charge phase, after an enemy ORK unit has declared a charge against one or more DEATHWATCH units from your army.
  • The DEATHWATCH units that were selected as a target of that charge can fire Overwatch at that ORK unit.
  • Until the end of the phase, if any models from that ORK unit are destroyed as a result of Overwatch, subtract 2 from charge rolls made for that unit.
PRIORITY DOCTRINE ADOPTION1CP
Deathwatch – Strategic Ploy Stratagem

Multifaceted tactical awareness and advanced strategic bioscryers enable the Deathwatch to smoothly switch their combat priorities.

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one combat doctrine. Until the start of your next Command phase, that unit gains the bonus of the combat doctrine you selected instead of the active combat doctrine. You can only use this Stratagem if every unit from your army has the DEATHWATCH keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units).
TARGETING SCRAMBLERS1CP
Deathwatch – Strategic Ploy Stratagem

With a shrill binharic screech, these arcane devices exorcise T’au targeting data in a heartbeat.

Use this Stratagem in your opponent’s Shooting phase, after a T’AU EMPIRE unit has resolved its shooting attacks against a DEATHWATCH unit from your army. Remove all markerlight counters from that DEATHWATCH unit.
OVERKILL1CP
Deathwatch – Strategic Ploy Stratagem

Extensive experience has taught the Deathwatch to pulverise and sunder Necrons with bolt and blade even after they fall.

Use this Stratagem in your Shooting phase or the Fight phase, after making attacks with a DEATHWATCH unit from your army against a NECRONS unit. Your opponent must subtract 1 from Reanimation Protocol rolls made for that NECRONS unit as a result of those attacks.
BROTHERHOOD OF VETERANS2CP
Deathwatch – Strategic Ploy Stratagem

Battle-brothers of the Deathwatch learn not only the many ways in which to slay the xenos, but also gain an understanding of the doctrines and tactics of fellow Chapters.

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one Chapter Tactic or Successor Tactic. Until the end of the turn, models in that unit have that Chapter Tactic or Successor Tactic instead of the Xenos Hunters Chapter Tactic.
DISRUPTIVE LAUNCH1CP
Deathwatch – Strategic Ploy Stratagem

With a blaze of jump pack exhaust, the foe can be driven back and the mobile warriors’ brothers given space to unleash death.

Use this Stratagem in your Movement phase, when a DEATHWATCH JUMP PACK unit, INDOMITOR KILL TEAM unit that contains an Inceptor, or PROTEUS KILL TEAM unit that contains a Vanguard Veteran with jump pack from your army Falls Back. That unit is eligible to shoot even though it Fell Back this turn.
TELEPORTARIUM1CP
Deathwatch – Strategic Ploy Stratagem

Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.

Use this Stratagem during deployment. Select one DEATHWATCH INFANTRY, DEATHWATCH DREADNOUGHT or DEATHWATCH BIKER unit from your army. All models in that unit gain the Teleport Strike ability. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
RELENTLESS ASSAULT1CP
Deathwatch – Strategic Ploy Stratagem

Deathwatch bikers are fierce hunters of the most evasive xenos.

Use this Stratagem in your Movement phase, when a DEATHWATCH BIKER unit, or a KILL TEAM unit that contains a Veteran Biker or Outrider from your army Falls back. That unit is eligible to charge even though it Fell Back this turn.
SHROUD FIELD2CP
Deathwatch – Wargear Stratagem

Unknown stealth technologies are hidden within each Corvus Blackstar.

Use this Stratagem at the start of the first battle round. Select one CORVUS BLACKSTAR unit from your army. Until the end of the battle round, that unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model.
CLAVIS1CP
Deathwatch – Wargear Stratagem

The clavis is a strange archeotech device that can disrupt the deviant machine spirits of xenos war engines.

Use this Stratagem at the start of the Fight phase. Select one enemy VEHICLE unit within 1" of a WATCH MASTER unit from your army.
  • That unit suffers D3 mortal wounds.
  • Until the end of the phase, that unit is not eligible to fight until after all eligible units from your army have done so.
SPECIAL-ISSUE LOADOUT2CP
Deathwatch – Wargear Stratagem

Individual shells are loaded when optimised volleys are required.

Use this Stratagem in your Shooting phase, when you select a DEATHWATCH INFANTRY unit from your army to shoot. Until the end of the phase, bolt weapons (excluding bolt sniper rifles) without the Special-issue Ammunition ability that models in that unit are equipped with gain that Special-issue Ammunition ability and their Type characteristic is changed to Heavy 1.

Imperial Fists Stratagems

If your army is Battle-forged and includes any IMPERIAL FISTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Imperial Fists on the battlefield.

BITTER ENMITY1CP
Imperial Fists – Battle Tactic Stratagem

The Imperial Fists’ hatred for their old rivals the Iron Warriors has only grown more intense as the centuries have passed.

Use this Stratagem in the Fight phase, when an IMPERIAL FISTS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an IRON WARRIORS unit, you can re-roll the hit roll and you can re-roll the wound roll.
BOLSTER DEFENCES1CP
Imperial Fists – Battle Tactic Stratagem

Every true son of Dorn knows how to swiftly fortify even the most untenable of positions.

Use this Stratagem at the start of your Movement phase. Select one IMPERIAL FISTS unit from your army that is receiving the benefits of cover. Until that unit makes a Normal Move, Advances, makes a charge move or performs a Heroic Intervention, each time an attack is allocated to a model in that unit, add an additional 1 to any armour saving throw made against that attack. You can only use this Stratagem once.
SAPPERS1CP
Imperial Fists – Battle Tactic Stratagem

There is no bastion or fastness, no redoubt, bulwark or strongpoint that the Imperial Fists cannot reduce to ruin.

Use this Stratagem in your Shooting phase or the Fight phase, when an IMPERIAL FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a BUILDING unit, add 1 to the hit roll and add 1 to the wound roll.
PAIN IS A LESSON1CP
Imperial Fists – Strategic Ploy Stratagem

To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.

Use this Stratagem in any phase, when an IMPERIAL FISTS unit from your army that is not a VEHICLE or SERVITOR is chosen as the target of an enemy attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 6 that wound is not lost.
CLOSE-RANGE BOLTER FIRE2CP
Imperial Fists – Strategic Ploy Stratagem

The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, bolt weapons models in that unit are equipped with have the Pistol type instead of their normal type (e.g. a Rapid Fire 2 bolt weapon becomes Pistol 2).
BOLTER DRILL2CP
Imperial Fists – Battle Tactic Stratagem

The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.
TANK HUNTERS2CP
Imperial Fists – Battle Tactic Stratagem

The Imperial Fists are masters in the art of crippling the enemy’s mobile artillery and siege engines.

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IMPERIAL FISTS unit from your army to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IMPERIAL FISTS unit against the selected unit, add 1 to the wound roll.
CHAMPION OF BLADES1CP
Imperial Fists – Requisition Stratagem

Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.

Use this Stratagem after nominating a model drawn from an Imperial Fists successor Chapter to be your WARLORD. You can give one Relic of the Fists to a CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IMPERIAL FISTS and CRIMSON FISTS keywords in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
SENTINEL OF TERRA1CP
Imperial Fists – Requisition Stratagem

The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.

Use this Stratagem after nominating an IMPERIAL FISTS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Imperial Fists Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
CLEARANCE PROTOCOLS1CP
Imperial Fists – Strategic Ploy Stratagem

A hail of handheld ordnance deployed at the crucial moment can sweep an area clear in a bloody heartbeat.

Use this Stratagem in your Shooting phase, when an IMPERIAL FISTS unit from your army is chosen to shoot with. Up to ten models in that unit that are equipped with Grenades can throw a Grenade that phase, instead of only one model being able to do so.
PRAETORIAN’S WRATH2CP
Imperial Fists – Battle Tactic Stratagem

The sons of Dorn favour heavy weaponry and explosives, applying these blunt and decisive solutions wherever possible.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is active. Until the start of your next Movement phase, when resolving an attack made with a Heavy or Grenade weapon by an IMPERIAL FISTS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
GIFT OF THE PHALANX1CP
Imperial Fists – Requisition Stratagem

It is not unheard of for especially accomplished Imperial Fists Sergeants to be granted an artefact from the Phalanx’s Reclusiam.

Use this Stratagem before the battle. Select one IMPERIAL FISTS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Fist of Terra; Gatebreaker Bolts. All of the Relics your army includes must be different and be given to different models.
THE SHIELD UNWAVERING2CP
Imperial Fists – Battle Tactic Stratagem

Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.

Use this Stratagem at the end of your Morale phase. Select one IMPERIAL FISTS INFANTRY unit from your army that is within 3" of any objective markers. Until the start of your next turn, add 1 to the Attacks characteristic of models in that unit, and when resolving an attack made against that unit, add 1 to the saving throw (excluding invulnerable saves).
SLAY THE TYRANT1CP
Crimson Fists – Battle Tactic Stratagem

The Crimson Fists have earned a reputation for liberating planets enslaved by tyrants, slaying the despots themselves so that their power base crumbles.

Use this Stratagem in your Shooting phase or the Fight phase, when a CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a CHARACTER unit, add 1 to the hit roll.
A HATED FOE1CP
Crimson Fists – Battle Tactic Stratagem

Long have the Crimson Fists fought against the Ork empires infesting the Loki Sector and beyond. They have learned much about how best to slay these brutish xenos.

Use this Stratagem in your Shooting phase or the Fight phase, when a CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an ORK unit, you can re-roll the wound roll.

Iron Hands Stratagems

If your army is Battle-forged and includes any IRON HANDS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Iron Hands on the battlefield.

MERCY IS WEAKNESS1CP
Iron Hands – Battle Tactic Stratagem

Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS unit from your army is chosen to shoot with or fight with. Select one enemy unit. Until the end of that phase, every attack made by a model in that IRON HANDS unit from your army that can target the selected unit must do so, but when resolving such an attack, an unmodified wound roll of 6 wounds the target unit twice instead of once.
METHODICAL FIREPOWER1CP
Iron Hands – Strategic Ploy Stratagem

Often inloaded via simulus chambers before the battle even begins, pre-cogitated fire solutions aid inescapable accuracy.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is not active. Select one IRON HANDS unit from your army. Until the start of your next Movement phase, when resolving an attack made by a model in that unit, the Devastator Doctrine is treated as being active in addition to the currently active doctrine.
MARCH OF THE ANCIENTS1CP
Iron Hands – Requisition Stratagem

More than one Iron Father in the Chapter’s history has known the honour of ascending to a Dreadnought sarcophagus.

Use this Stratagem before the battle, after nominating a model to be your WARLORD. Select one IRON HANDS DREADNOUGHT model from your army. That model gains the CHARACTER keyword; add 1 to the Attacks and Leadership characteristics of that model. You can only use this Stratagem once per battle.
VENGEANCE FOR ISSTVAN V1CP
Iron Hands – Battle Tactic Stratagem

Memory fades, the details of betrayal eroding before the merciless winds of history’s passage, but hatred is eternal.

Use this Stratagem in the Fight phase, when an IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
WRATHFUL MACHINE SPIRIT2CP
Iron Hands – Battle Tactic Stratagem

Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its chosen target.

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS VEHICLE model from your army is chosen to shoot with or fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
SOULS OF IRON2CP
Iron Hands – Strategic Ploy Stratagem

What purchase can the madness of the warp find on the minds and souls of those who would make themselves machines?

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER model manifests a psychic power within 24" of an IRON HANDS unit from your army (after any Deny the Witch attempt). Roll one D6; on a 4+ that psychic power is resisted.
SCION OF THE FORGE1CP
Iron Hands – Requisition Stratagem

The Iron Hands do not lack for optimised combat armaments, distributed to the most logical bearers before battle begins.

Use this Stratagem before the battle. Select one IRON HANDS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Teeth of Mars, Haywire Bolts. All of the Relics your army includes must be different and be given to different models.
REJECT THE FLESH, EMBRACE THE MACHINE1CP
Iron Hands – Battle Tactic Stratagem

By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.

Use this Stratagem in any phase, when an IRON HANDS INFANTRY unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6, adding 1 to the result if that model has the All Flesh is Weakness Warlord Trait. On a 5+ that wound is not lost.
ENGINE PURGE2CP
Iron Hands – Battle Tactic Stratagem

The deviant war engines of the foe are works of heresy in its most brazen form, for they offend the sight of Emperor and Omnissiah both. End them swiftly.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Heavy or Grenade weapon by an IRON HANDS model from your army, on an unmodified wound roll of 6 add an additional 1 to the Armour Penetration characteristic of that weapon for that attack. You can only use this Stratagem once per battle.
THE GORGON’S RAGE1CP
Iron Hands – Battle Tactic Stratagem

When the smouldering rage of their gene-sire breaks its chains, the Iron Hands exchange logic for terrifying fury.

Use this Stratagem in the Fight phase, when an IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll. In addition, until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an EMPEROR’S CHILDREN unit, add 1 to the wound roll.
COGITATED MARTYRDOM1CP
Iron Hands – Requisition Stratagem

It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.

Use this Stratagem at the start of the Shooting phase. Select one IRON HANDS INFANTRY unit from your army. Until the end of the phase, when a friendly IRON HANDS CHARACTER model (excluding VEHICLE models) within 3" of that unit would lose any wounds as a result of an attack made against that model, that unit can attempt to intercept that attack. Roll one D6 before any rolls to ignore wounds (e.g. The Flesh is Weak, Adamantine Mantle etc.) are made; on a 2+ that model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
MACHINE EMPATHY1CP
Iron Hands – Epic Deed Stratagem

Some gifted warriors can understand and heal the agonies of war engines with great ease.

Use this Stratagem in your Movement phase, after an IRON HANDS TECHMARINE model from your army has used their Blessing of the Omnissiah ability. That model can use that ability again.
PARAGON OF IRON1CP
Iron Hands – Requisition Stratagem

This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.

Use this Stratagem before the battle, after nominating an IRON HANDS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Iron Hands Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
OPTIMAL REPULSION DOCTRINES1CP
Iron Hands – Battle Tactic Stratagem

Pre-plotted and painstakingly cogitated defensive fire-patterns cut the onrushing foe to pieces.

Use this Stratagem in your opponent’s Charge phase, when an IRON HANDS unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 5 or 6 scores a hit. If that unit has the The Flesh is Weak Chapter Tactic, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4-6 scores a hit instead.
BEQUEATHED BY THE IRON COUNCIL1CP
Space Marines – Requisition Stratagem

Should cogitation-choristry commend it, the Iron Council may bestow a relic of Medusa upon one of their successors for a time.

Use this Stratagem after nominating a model drawn from an Iron Hands successor Chapter to be your WARLORD. You can give one Relic of Medusa to a CHARACTER model from your army that is drawn from an Iron Hands successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IRON HANDS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Raven Guard Stratagems

If your army is Battle-forged and includes any RAVEN GUARD Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Raven Guard on the battlefield.

INFILTRATORS1CP
Raven Guard – Strategic Ploy Stratagem

The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one RAVEN GUARD INFANTRY unit from your army that is on the battlefield. That unit can move as if it were your Movement phase. The unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
THE RAVEN’S BLADE1CP
Raven Guard – Battle Tactic Stratagem

Raven Guard enacting this ancient tactic focus all their aggression against a priority target of assassination.

Use this Stratagem at the start of your Charge phase. Select one enemy unit on the battlefield. Until the end of that phase, when a charge roll is made for a RAVEN GUARD unit from your army, you can re-roll the dice if that enemy unit was the only selected target of that charge.
STRANGLEHOLD2CP
Raven Guard – Strategic Ploy Stratagem

By the time the enemy engages the Raven Guard, their rear lines are already in the talon-grip of the Chapter’s covert vanguard, choking them off from vital battlefield support.

Use this Stratagem at the start of the first battle round, before the first turn begins, if your army includes any RAVEN GUARD SCOUT or RAVEN GUARD PHOBOS units. Until the end of that battle round, you can roll one D6 each time your opponent spends Command Points to use a Stratagem; on a 5+ your opponent must spend 1 additional Command Point, or else that Stratagem has no effect and cannot be used again this phase (the Command Points spent so far are lost). You can only use this Stratagem once per battle.
FALSE FLIGHT2CP
Raven Guard – Strategic Ploy Stratagem

The Path of Ambush teaches that a feigned retreat can be used to over-extend and punish eagerly pursuing foes.

Use this Stratagem when a RAVEN GUARD unit from your army Falls Back. That unit can shoot and charge in this turn.
LAY LOW THE TYRANTS1CP
Raven Guard – Battle Tactic Stratagem

Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.

Use this Stratagem when a RAVEN GUARD INFANTRY unit or RAVEN GUARD BIKER unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made by a model in that unit against a CHARACTER unit that is not a VEHICLE, or against a unit that is not a VEHICLE and contains any models with a Wounds characteristic of 4 or more, add 1 to the wound roll.
SEE, BUT REMAIN UNSEEN1CP
Raven Guard – Strategic Ploy Stratagem

To fight the Raven Guard is to battle half-seen spectres. Only at a time of their choosing do they step from the shadows to engage the disorientated foe.

Use this Stratagem at the end of your turn. Select one RAVEN GUARD unit from your army (excluding BUILDINGS) that did not make any attacks during that turn. Until the start of your next turn, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
STRIKE FROM THE SHADOWS1CP
Raven Guard – Strategic Ploy Stratagem

The deadliest strike comes always from the least expected quarter. So taught Corax.

Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one RAVEN GUARD INFANTRY unit from your army. You can set up that unit in ambush instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.
VENGEANCE FOR ISSTVAN V1CP
Raven Guard – Battle Tactic Stratagem

The Raven Guard’s hatred for those who betrayed their ancestors on Isstvan V still burns fiercely.

Use this Stratagem when a RAVEN GUARD unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, when resolving an attack made by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
AMBUSHING FIRE1CP
Raven Guard – Battle Tactic Stratagem

Having laid a careful ambush for the enemy, the Raven Guard line up killing shots with their small arms and unleash a lethal fusillade against the foe’s weak spots.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a RAVEN GUARD model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack (e.g. AP -1 becomes AP -2). You can only use this Stratagem once per battle.
DECAPITATING BLOW2CP
Raven Guard – Strategic Ploy Stratagem

The Raven Guard are experts in swiftly picking apart the enemy command structure and seizing upon the discord and confusion that results.

Use this Stratagem when an enemy WARLORD is destroyed by an attack made by a RAVEN GUARD unit from your army. Until the end of the battle, subtract 1 from the Leadership characteristic of enemy units.
A DEADLY PRIZE1CP
Raven Guard – Strategic Ploy Stratagem

If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.

Use this Stratagem at the end of your turn. Select one objective marker that is within 3" of any RAVEN GUARD INFANTRY units from your army and not within 3" of any enemy units. The next time an enemy unit ends a move within 3" of that objective marker, roll one D6; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+ it suffers 3 mortal wounds. You cannot use this Stratagem on the same objective marker more than once per battle.
STRIKE FROM THE SKIES1CP
Raven Guard – Strategic Ploy Stratagem

The Raven Guard swoop into battle like dark-winged angels of vengeance.

Use this Stratagem at the start of your Charge phase. Select one RAVEN GUARD JUMP PACK unit. Until the end of that phase, that unit can be chosen to charge with even if it Advanced this turn, and when a charge roll is made for that unit, add 1 to the result.
MASTER OF THE TRIFOLD PATH1CP
Raven Guard – Requisition Stratagem

The most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.

Use this Stratagem after nominating a RAVEN GUARD CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Raven Guard Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
FAVOUR OF THE RAVENSPIRE1CP
Raven Guard – Requisition Stratagem

In times of great need, the Raven Guard issue their precious relics to whichever battle-brothers are best placed to employ them, paying little regard to matters of rank.

Use this Stratagem before the battle. Select one RAVEN GUARD model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Silentus Pistol; Korvidari Bolts. All of the Relics your army includes must be different and be given to different models.
TOKEN OF BROTHERHOOD1CP
Raven Guard – Requisition Stratagem

Pomp and ceremony are of little worth to Corax’s gene-sons, who instead favour tangible acts of faith and comradeship.

Use this Stratagem after nominating a model drawn from a Raven Guard successor Chapter to be your Warlord. You can give one Relic of the Ravenspire to a CHARACTER model from your army that is drawn from a Raven Guard successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the RAVEN GUARD keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Salamanders Stratagems

If your army is Battle-forged and includes any SALAMANDERS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Salamanders on the battlefield.

FLAMECRAFT2CP
Salamanders – Battle Tactic Stratagem

No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).
THE CRUCIBLE OF BATTLE1CP
Salamanders – Battle Tactic Stratagem

Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.

Use this Stratagem in the Shooting or Fight phase, when a SALAMANDERS CORE or SALAMANDERS CHARACTER unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the wound roll.
STRENGTH OF THE PRIMARCH1CP
Salamanders – Battle Tactic Stratagem

When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.

Use this Stratagem at the start of the Fight phase. Select one SALAMANDERS unit from your army. Until the end of that phase, add 1 to the Strength characteristic of models in that unit, and when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 double the Damage characteristic of that weapon for that attack.
THE FIRES OF BATTLE1CP
Salamanders – Strategic Ploy Stratagem

The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.

Use this Stratagem in your Shooting phase or in your opponent’s Charge phase, when a SALAMANDERS model from your army shoots with a flame weapon or melta weapon. Until the end of that phase, when resolving an attack made with that weapon, on an unmodified wound roll of 4+ the target suffers 1 mortal wound in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
RITES OF VULKAN2CP
Salamanders – Battle Tactic Stratagem

The Salamanders are well practised in blistering, short-range firefights, each step forwards echoed by bursts of gunfire.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a SALAMANDERS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
IMMOLATION PROTOCOLS1CP
Salamanders – Strategic Ploy Stratagem

Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, change the type of all flame weapons models in that unit are equipped with to Pistol (e.g. an Assault D6 flame weapon becomes Pistol D6).
SELF SACRIFICE2CP
Salamanders – Strategic Ploy Stratagem

The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one SALAMANDERS INFANTRY unit that contains 5 or more models from your army that is not within 1" of any enemy units, and then select one other INFANTRY unit from your army that is wholly within 6" of the selected unit. Until the end of the phase, your opponent cannot target the second unit you selected unless that unit is the closest enemy unit to the firing model and visible to it, or it is no longer wholly within 6" of the first unit you selected. In addition, until the end of the phase, the first unit you selected is always an eligible target for enemy shooting attacks provided it is within range and is visible to the firing model (i.e. it can be targeted even whilst under the effects of any rules that would prevent it from being targeted, such as the Shrouding psychic power).
RISE FROM THE ASHES2CP
Salamanders – Epic Deed Stratagem

The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.

Use this Stratagem in any phase, when a SALAMANDERS CHARACTER model from your army is destroyed. At the end of that phase, roll one D6; on a 4+ return that model to play with 1 wound remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
VENGEANCE FOR ISSTVAN V1CP
Salamanders – Battle Tactic Stratagem

Never will the Salamanders forget the black well of treachery they helped uncover on Isstvan V, or those who perpetrated it.

Use this Stratagem in the Fight phase, when a SALAMANDERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
STAND YOUR GROUND1CP
Salamanders – Battle Tactic Stratagem

Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.

Use this Stratagem in any phase, when a SALAMANDERS INFANTRY unit from your army that is not a SERVITOR and did not Advance in this phase or your previous Movement phase is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon that has a Damage characteristic of 1 against a model in that unit, add 1 to the saving throw. This does not affect invulnerable saving throws.
BORN PROTECTORS2CP
Salamanders – Strategic Ploy Stratagem

The bonds of the Salamanders’ brotherhood run deep.

Use this Stratagem in your opponent’s Charge phase, when a charge is declared against a SALAMANDERS unit from your army. Select one friendly SALAMANDERS unit that is more than 1" away from any enemy units and within 12" of the unit that is the target of that charge. The selected unit can fire Overwatch at the charging unit as if it were a target of that charge; if the selected unit is a target of that charge, it instead fires Overwatch as normal. In addition, if that charge is successful, the selected unit can perform a Heroic Intervention as if it were a CHARACTER; if it does, it can move up to 2D6", but must end that move closer to the unit that charged and cannot move within 1" of any other enemy units.
RELENTLESS DETERMINATION1CP
Salamanders – Strategic Ploy Stratagem

The Salamanders’ focus on victory is unwavering and uncompromised.

Use this Stratagem at the end of your Movement phase. Select one SALAMANDERS unit from your army that did not Advance or Fall Back this phase. Until the start of your next Movement phase, that unit is treated as having remained stationary during its Movement phase for all rules purposes (such as firing Heavy weapons). In addition, if that unit has a Damage table, then until the start of your next Movement phase, double the number of wounds it has remaining for the purposes of determining what row to use on that damage table.
EXEMPLAR OF THE PROMETHEAN CREED1CP
Salamanders – Requisition Stratagem

The greatest heroes of Nocturne are embodiments of Vulkan’s tenets and living monuments to his nobility.

Use this Stratagem after nominating a SALAMANDERS model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Salamanders Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
MASTER ARTISANS1CP
Salamanders – Requisition Stratagem

Even amongst the rank and file of the Salamanders, artefacts of peerless craftsmanship can be found.

Use this Stratagem before the battle. Select one SALAMANDERS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Chapter Relics, even though they are not a CHARACTER: Master-crafted weapon, Digital Weapons, Drakeblade, Dragonrage Bolts. All of the Relics your army includes must be different and be given to different models.
TRUST OF PROMETHEUS1CP
Salamanders – Requisition Stratagem

The respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.

Use this Stratagem after nominating a model drawn from a Salamanders successor Chapter to be your WARLORD. You can give one Relic of Nocturne to a CHARACTER model from your army that is drawn from a Salamanders successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the SALAMANDERS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Space Wolves Stratagems

If your army includes any SPACE WOLVES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

GO FOR THE THROAT2CP
Space Wolves – Battle Tactic Stratagem

Having stalked their prey or run them to ground, all that remains is to go for the enemy’s weakest points, to rip them out in a furious blood-letting.

Use this Stratagem in your Command phase if the Assault Doctrine is active for your army. Until your next Command phase, each time a SPACE WOLVES model from your army makes an attack with a Pistol or melee weapon, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that attack by 1. This bonus is cumulative with Combat Doctrines. You can only use this Stratagem once per battle.
CUNNING OF THE WOLF1CP
Space Wolves – Battle Tactic Stratagem

The most successful hunts are those where the prey doesn’t know they are being hunted.

Use this Stratagem during deployment. Select one SPACE WOLVES INFANTRY unit from your army. All models in that unit gain the Outflank ability.
THE EMPEROR’S EXECUTIONERS1CP
Space Wolves – Battle Tactic Stratagem

The Space Wolves have never forgotten their ten-thousand-year-old charge to deliver the Emperors vengeance to the sons of Magnus.

Use this Stratagem in the Fight phase, when a SPACE WOLVES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a THOUSAND SONS unit, you can re-roll the hit roll and you can re-roll wound roll.
SAVAGE STRIKE1CP/2CP
Space Wolves – Battle Tactic Stratagem

With the scent of blood in the air and the rushing joy of battle surging through every true warrior's hearts, even the greatest quarry can be brought down in a single surge of feral strength.

Use this Stratagem in your Fight phase, when a SPACE WOLVES unit from your army is selected to fight. If that unit made a charge move this turn, then until that fight is resolved, each time a model in that unit makes a melee attack, add 1 to that attacks wound roll. If that unit has 5 or fewer models, this Stratagem costs 1CP; otherwise it costs 2CP.
HEALING BALMS1CP
Space Wolves – Battle Tactic Stratagem

Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.

Use this Stratagem at the end of your Movement phase. Select one SPACE WOLVES INFANTRY, SPACE WOLVES BIKER or SPACE WOLVES CAVALRY model from your army within 3" of a friendly SPACE WOLVES WOLF PRIEST to be healed. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
PACK HUNTERS2CP
Space Wolves – Battle Tactic Stratagem

Where the sons of Russ hunt, the wolves of Fenris are never far behind, the beasts seeing them as their pack leaders.

Use this Stratagem in your Charge phase. Select one enemy unit within Engagement Range of any SPACE WOLVES units from your army.
  • Until the end of the turn, each time a friendly SPACE WOLVES BEAST or SPACE WOLVES CAVALRY unit declares a charge that targets the selected unit, roll one additional D6 and discard one of the dice.
  • Until the end of the turn, each time a friendly SPACE WOLVES CAVALRY model makes an attack with its crushing teeth and claws against the selected unit, and each time a friendly SPACE WOLVES BEAST model makes an attack with its teeth and claws against the selected unit, you can re-roll the wound roll.
RELENTLESS ASSAULT1CP
Space Wolves – Battle Tactic Stratagem

Once their blades and claws run red with the enemy’s blood, nothing will hold the savage sons of Russ back from new prey.

Use this Stratagem in the Fight phase, when a SPACE WOLVES unit from your army consolidates. Each model in that unit can move up to an additional 3" for that consolidation move. This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
CLOAKED BY THE STORM2CP
Space Wolves – Epic Deed Stratagem

Where the Rune Priest unleashes his might, blinding Fenrisian tempests are sure to follow.

Use this Stratagem in your Psychic phase, after resolving the effects of a psychic power from the Tempestas discipline manifested by a SPACE WOLVES PSYKER model from your army. Until the start of your next Psychic phase, each time a ranged attack is made against a friendly SPACE WOLVES unit within 6" of that PSYKER model, subtract 1 from that attack’s hit roll.
DEED WORTHY OF A SAGA2CP
Space Wolves – Epic Deed Stratagem

Legendary deeds in the midst of battle are an intoxicating mead. Those of the hero’s retinue are inspired to greater feats of daring and valour, proving themselves worthy of their champion.

Use this Stratagem in any phase, when a SPACE WOLVES CHARACTER model (excluding VEHICLE models) from your army that does not have a Warlord Trait meets the requirements for a Deed. At the end of the phase, until the end of the battle, that model gains the Saga ability associated with that Deed.
A TROPHY BESTOWED1CP
Space Wolves – Requisition Stratagem

There are few more meaningful tokens of brotherhood among the sons of Russ than the gifting of a war trophy - heavy with glory and steeped in tales of honour -from one warrior to another.

Use this Stratagem after nominating a model drawn from a Space Wolves successor Chapter to be your WARLORD. You can give one Relic of the Fang to a CHARACTER model from your army that is drawn from a Space Wolves successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the Space Wolves keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
THANE OF THE RETINUE1CP
Space Wolves – Requisition Stratagem

The lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the SPACE WOLVES keyword. Select one SPACE WOLVES model from your army that has the word ‘Sergeant’ or ‘Pack Leader’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Frost Weapon; Morkai’s Teeth Bolts. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
WARRIOR OF LEGEND1CP
Space Wolves – Requisition Stratagem

The greatest champions of Fenris have hunted near-mythical monsters, bested dark champions and waded through seas of blood - throughout all, howling with joy in the face of death.

Use this Stratagem after nominating a SPACE WOLVES CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Space Wolves Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results) and that model has access to each Saga associated with their Warlord Traits. You can only use this Stratagem once.
BESTIAL NATURE1CP
Space Wolves – Strategic Ploy Stratagem

Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.

Use this Stratagem in your Command phase if a combat doctrine is active for your army. Select one SPACE WOLVES INFANTRY, SPACE WOLVES CAVALRY or SPACE WOLVES BIKER unit from your army. Until the start of your next Command phase, that unit gains the bonus of the Assault Doctrine instead of the active combat doctrine.
COUNTER CHARGE1/0CP
Space Wolves – Strategic Ploy Stratagem

The inter-pack dynamism of the Space Wolves ensures a fluid coordination of support that sees the Chapter’s battle-brothers launch themselves at the enemy’s throats from unexpected quarters.

Use this Stratagem in your opponent’s Charge phase. Select one SPACE WOLVES unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply. This Stratagem costs 0CP if the SPACE WOLVES unit you select is a CHARACTER.
KEEN SENSES1CP
Space Wolves – Strategic Ploy Stratagem

The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.

Use this Stratagem in your Shooting phase. Select one SPACE WOLVES INFANTRY, SPACE WOLVES BIKER or SPACE WOLVES CAVALRY unit from your army. Until the end of the turn, you can ignore any or all hit roll, Ballistic skill and Weapon skill modifiers, and each time you make a charge roll for that unit, you can ignore any or all modifiers to that charge roll.
RUNIC WARDS1CP
Space Wolves – Wargear Stratagem

Imbued with the cunning psychic might of the Rune Priests, shamanistic totems, tattoos and fetishes are a potent shield against the foul sorcery of witches.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit. Select one SPACE WOLVES unit from your army within 12" of that PSYKER unit. The unit you selected can attempt to deny that psychic power by taking a Deny the Witch test as if they were a PSYKER.

Ultramarines Stratagems

If your army is Battle-forged and includes any ULTRAMARINES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Ultramarines on the battlefield.

MARTIAL PRECISION1CP
Ultramarines – Battle Tactic Stratagem

The Ultramarines are exemplars of precise and deadly battlecraft, and when roused, their wrath is inescapable.

Use this Stratagem before resolving an attack made by an ULTRAMARINES model from your army in your Shooting phase. When resolving that attack, do not make a hit roll: it automatically scores a hit.
VENGEANCE FOR CALTH1CP
Ultramarines – Battle Tactic Stratagem

The Mark of Calth is never truly at an end. For some acts of infamy, there can be no forgiveness, even should the stars themselves burn out.

Use this Stratagem when an ULTRAMARINES unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS unit, you can re-roll the hit roll and you can re-roll the wound roll.
INSPIRING COMMAND1CP
Ultramarines – Epic Deed Stratagem

The heroes of Ultramar are amongst the most skilled and inspirational orators in the entire Imperium. When they speak, their words are law.

Use this Stratagem at the start of the Shooting phase or the Fight phase. Select one ULTRAMARINES CHAPTER MASTER, ULTRAMARINES CAPTAIN or ULTRAMARINES LIEUTENANT model from your army. Until the end of the phase, the range of that model’s aura abilities is increased by 3" (to a maximum of 9").
CYCLE OF WAR1CP
Ultramarines – Strategic Ploy Stratagem

The Ultramarines’ strategic mastery is such that they know equally well when new tactics are required, and when relentless repetition will win the day.

Use this Stratagem at the start of the battle round if an ULTRAMARINES WARLORD from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The currently active doctrine is changed so that the Devastator Doctrine is now active.
RAPID REDEPLOYMENT2CP
Ultramarines – Strategic Ploy Stratagem

The Codex Astartes makes provision for a great variety of strategic ruses intended to wrong-foot the foe.

At the start of the first battle round, before the first turn begins, select up to three ULTRAMARINES units from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).
SONS OF GUILLIMAN1CP
Ultramarines – Battle Tactic Stratagem

Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.

Use this Stratagem when an ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army is chosen to shoot with in your Shooting phase or fight with in the Fight phase. If that unit has the Troops Battlefield Role, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll of 1.
AVENGE THE FALLEN1CP
Ultramarines – Battle Tactic Stratagem

The life of even a single Ultramarine is worth that of countless foes, and every loss will be answered in blood.

Use this Stratagem when an ULTRAMARINES unit from your army is destroyed as a result of an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an ULTRAMARINES model from your army against that enemy unit, re-roll a hit roll of 1.
COURAGE AND HONOUR!1CP
Ultramarines – Battle Tactic Stratagem

Such are the words of the Chapter’s battle cry – it is a mantra by which the Ultramarines live and fight.

Use this Stratagem at the start of the Morale phase. Add 1 to the Leadership characteristic of ULTRAMARINES models from your army until the end of the phase.
TACTICAL EXPERTISE2CP
Ultramarines – Battle Tactic Stratagem

Even amidst the most intense firefights, the Ultramarines fire with pinpoint accuracy, every shot aimed for maximum efficacy and economy of killing power.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by an ULTRAMARINES model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
FALL BACK AND RE-ENGAGE1/2CP
Ultramarines – Strategic Ploy Stratagem

The Ultramarines know precisely when to give ground in order to leave their enemies floundering before surging back into the fight and driving them from the field in disarray.

Use this Stratagem when an ULTRAMARINES unit from your army Falls Back (this Stratagem costs 1 CP if that unit has the Codex Discipline Chapter Tactic, otherwise it costs 2 CP). That unit can shoot and charge this turn. If that unit has the Codex Discipline Chapter Tactic, the hit roll penalty from that tactic for Falling Back and shooting does not apply to that unit this turn.
DEFENSIVE FOCUS2CP
Ultramarines – Strategic Ploy Stratagem

As the Codex Astartes dictates, when the foe presses hard at one section of the Ultramarines’ battle line they are swift to concentrate their defensive fire to drive the threat back.

Use this Stratagem after an ULTRAMARINES unit from your army is chosen as a target of a charge. Select up to three other friendly ULTRAMARINES units that are within 6" of the targeted unit and are not within Engagement Range of any enemy models. The selected units fire Overwatch at the charging unit as if they were the targets of the charge. Until the end of the phase, the selected units cannot fire Overwatch again.
EXEMPLAR OF THE CHAPTER1CP
Ultramarines – Requisition Stratagem

The heroes of the Ultramarines do not rest on their laurels. Rather, they strive all the harder to excel, for they recognise that only through excellence can they and their warriors prevail.

Use this Stratagem after nominating an ULTRAMARINES model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
SQUAD DOCTRINES1CP
Ultramarines – Strategic Ploy Stratagem

Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.

Use this Stratagem at the start of your Movement phase. Select one ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army, then select either the Devastator, Tactical or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine instead of the active combat doctrine.
HONOURED SERGEANT1CP
Ultramarines – Requisition Stratagem

Should an Ultramarines Sergeant show particular excellence in battle, they may be given the honour of bearing a Chapter relic into battle.

Use this Stratagem before the battle. Select one ULTRAMARINES model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Hellfury Bolts, Sunwrath Pistol. All of the Relics your army includes must be different and be given to different models.
HONOURED BY MACRAGGE1CP
Space Marines – Requisition Stratagem

It is not unheard of for the revered relics of the Ultramarines to be bestowed for a time upon a worthy successor Chapter as a mark of honour and respect.

Use this Stratagem after nominating a model drawn from an Ultramarines successor Chapter to be your WARLORD. You can give one Relic of Macragge to a CHARACTER model from your army that is drawn from an Ultramarines successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the ULTRAMARINES keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

White Scars Stratagems

If your army is Battle-forged and includes any WHITE SCARS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the White Scars on the battlefield.

BORN IN THE SADDLE1CP
White Scars – Strategic Ploy Stratagem

To the natives of Chogoris, mounted combat comes as easily and naturally as breathing. In the White Scars these skills are honed to a lethal edge.

Use this Stratagem when a WHITE SCARS BIKER unit from your army Advances. That unit can still shoot this turn.
BUTCHERED QUARRY1CP
White Scars – Strategic Ploy Stratagem

Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.

Use this Stratagem when an enemy unit Falls Back within 1" of any WHITE SCARS INFANTRY or WHITE SCARS BIKER units from your army, before it moves. Select one of those WHITE SCARS units that is not within 1" of any other enemy units; each model in the selected unit can make one attack with a melee weapon against that enemy unit as if they were within 1" of it. After these attacks are made, if that enemy unit is not destroyed, it can then make its Fall Back move; after it has moved, each model in the selected unit can move up to 3", so long as they end this move closer to that enemy unit and not within 1" of any enemy units.
WIND-SWIFT2CP
White Scars – Battle Tactic Stratagem

It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.

Use this Stratagem in your Movement phase after a WHITE SCARS unit (excluding ARTILLERY) from your army has made a Normal Move or has Fallen Back. That unit can make an Advance move. Until the end of the turn, that unit cannot shoot, declare a charge or attempt to manifest any psychic powers.
RIDE HARD, RIDE FAST1CP
White Scars – Strategic Ploy Stratagem

Like zephyrs dancing across the Chogorian steppes, the White Scars weave lithely around incoming fire.

Use this Stratagem after a WHITE SCARS unit from your army Advances. Until the start of your next Movement phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
LIGHTNING DEBARKATION1CP
White Scars – Strategic Ploy Stratagem

White Scars infantry are masters of rapidly deploying from armoured transports, often before the vehicle has even halted!

Use this Stratagem in your Movement phase, after a WHITE SCARS TRANSPORT unit from your army that does not have the Flyer Battlefield Role moves. WHITE SCARS units embarked aboard that unit can immediately disembark, but any that do so cannot make a charge move this turn.
KHAN’S CHAMPION1CP
White Scars – Requisition Stratagem

To earn the respect and praise of your khan is to be gifted superlative tools of war to wield in their name.

Use this Stratagem before the battle. Select one WHITE SCARS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Headtaker’s Trophies; Stormwrath Bolts. All of the Relics your army includes must be different and be given to different models.
HUNTERS’ FUSILLADE1CP
White Scars – Strategic Ploy Stratagem

White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.

Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
CHOGORIAN THUNDERBOLTS1CP
White Scars – Strategic Ploy Stratagem

White-armoured bikers hit the enemy lines like fulminating spears of lightning from the glowering clouds of Chogoris.

Use this Stratagem when a WHITE SCARS BIKER unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; for each roll of a 6, that enemy unit suffers 1 mortal wound.
A MIGHTY TROPHY1CP
White Scars – Epic Deed Stratagem

To hoist the head of the foes’ leader high and cry glory to the Great Khan is to inspire every true warrior of Chogoris.

Use this Stratagem when the enemy Warlord is destroyed as a result of an attack made with a melee weapon by a WHITE SCARS model from your army. Until the end of the battle, when a Morale test is taken for a friendly WHITE SCARS unit, do not roll the dice; it is automatically passed.
FIERCE RIVALRIES1CP
White Scars – Battle Tactic Stratagem

There is much honour in being the first to strike at the foe, and the White Scars race one another to claim that prize.

Use this Stratagem at the start of your Charge phase. The first time you make a charge roll for a WHITE SCARS unit from your army that phase, roll 3D6 instead of 2D6 and discard one of the results.
STRIKE FOR THE HEART2CP
White Scars – Battle Tactic Stratagem

Punching through the foe’s defences, the White Scars surge on towards vital rear-line targets before their victims can react.

Use this Stratagem before a WHITE SCARS unit (excluding ARTILLERY) from your army consolidates. That unit consolidates D3+3" instead of 3" this phase, or D6+6" if every model in that unit has a Move characteristic of at least 10".
FEINTING WITHDRAWAL1CP
White Scars – Strategic Ploy Stratagem

The White Scars break away from their foes, laying down withering fire to butcher those foolish enough to give chase.

Use this Stratagem when a WHITE SCARS unit from your army Falls Back. That unit can still shoot this turn.
TEMPERED BY WISDOM1CP
White Scars – Requisition Stratagem

The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.

Use this Stratagem after nominating a WHITE SCARS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the White Scars Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
THE ETERNAL HUNT2CP
White Scars – Battle Tactic Stratagem

When the moment to land the killing blow comes, the White Scars descend upon their enemies with the huntsman’s keeneyed fury, and leave naught but bloody ruin in their wake.

Use this Stratagem at the start of your Movement phase if the Assault Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Pistol or melee weapon by a WHITE SCARS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
ENCIRCLEMENT1CP
White Scars – Strategic Ploy Stratagem

The Great Khan espoused the value of circling the enemy warily and then striking suddenly from an unexpected quarter, the better to land the killing blow.

Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one WHITE SCARS unit (excluding ARTILLERY and BUILDINGS) from your army. You can set up that unit in outflank instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
GIFT OF THE KHANS1CP
Space Marines – Requisition Stratagem

Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.

Use this Stratagem after nominating a model drawn from a White Scars successor Chapter to be your WARLORD. You can give one Relic of Chogoris to a CHARACTER model from your army that is drawn from a White Scars successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the WHITE SCARS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Librarius Discipline

Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Librarius discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <CHAPTER> keyword on that psychic power (if any) with the name of the Chapter that your PSYKER is drawn from.

D6PSYCHIC POWER
1

VEIL OF TIME

The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle.

Blessing: Veil of Time has a warp charge value of 6. If manifested, select one friendly <CHAPTER> unit within 18" of this PSYKER.

  • Until the start of your next Psychic phase, you can re-roll Advance rolls and charge rolls made for that unit.
  • Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.

2

MIGHT OF HEROES

The psyker cages the immense power of the immaterium within the physical form of one of his brothers, making the blessed warrior the Emperor’s vengeance made manifest.

Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER model within 12" of this PSYKER. Until the start of your next Psychic phase, add 1 to that models Strength, Toughness and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic in that unit when resolving any rules).

3

NULL ZONE

The psyker unleashes the full might of his mind to cast down his opponents defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes.

Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:

  • Until the start of your next Psychic phase, while a unit is within 6” of this PSYKER, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
  • Until the start of your next Psychic phase, while an enemy PSYKER unit is within 6" of this PSYKER, halve the total of Psychic tests taken for that unit.

4

PSYCHIC SCOURGE

The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury.

Witchfire: Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponents, the selected unit suffers D3 mortal wounds; if it is equal to your opponents total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens.

5

FURY OF THE ANCIENTS

Calling upon the myths of his Chapters home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy.

Witchfire: Fury of the Ancients has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part this PSYKER’s base and any part of the selected model’s base (or hull); the selected models unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound.

6

PSYCHIC FORTRESS

Drawing on boundless reserves of inner strength, the psyker constructs a powerful field of shimmering psychic energy around himself as well as any nearby battle brothers, protecting them from harm.

Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <CHAPTER> unit is within 6" of this PSYKER, models in that unit have a 5+ invulnerable save.


Obscuration Discipline

Before the battle, generate the psychic powers for PSYKER models that know powers from the Obscuration discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <CHAPTER> keyword on that psychic power (if any) with the name of the Chapter that your PSYKER is drawn from.

D6PSYCHIC POWER
1

SHROUDING

The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.

Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.

2

SOUL SIGHT

The psyker shares his warp-sight with his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.

Blessing: Soul Sight has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.

3

MIND RAID

The psyker peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim.

Witchfire: Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this PSYKER.

  • That model’s unit suffers 1 mortal wound.
  • If that model is a CHARACTER, roll 3D6: if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command point.

4

HALLUCINATION

The psyker instils terror and panic within his foes by conjuring images out of their memories - from past allies seemingly returned from the dead, to apparitions wrought from nightmares.

Malediction: Hallucination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER.

  • Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit.
  • Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

5

TENEBROUS CURSE

As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination.

Malediction: Tenebrous Curse has a warp charge value of 7. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this PSYKER.

  • That unit suffers 1 mortal wound.
  • Until the start of your next Psychic phase, halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.

6

TEMPORAL CORRIDOR

The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness.

Blessing: Temporal Corridor has a warp charge value of 5. If manifested, select one friendly <CHAPTER> PHOBOS unit within 6" of this PSYKER.

  • That unit cannot shoot or fight this turn.
  • If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in that unit).


Geokinesis Discipline

Those scions of Rogal Dorn who have power over the warp are masters of stone and iron. Using aetheric energies, they can shatter fortress walls, cast the enemy into great pits in the ground or fortify themselves and their allies with strength drawn from the very bones of the earth.

LIBRARIAN models in IMPERIAL FISTS Detachments can know all of their psychic powers from the Geokinesis discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Geokinesis discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

TECTONIC PURGE (AURA)

The Librarian interlocks his fingers, raises his hands high and brings them down in a clubbing blow upon the ground. Psychic energies pour from the impact site, causing the ground to convulse and shudder violently and enemies to be flung from their feet.

Blessing: Tectonic Purge has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when a charge roll is made for an enemy unit within 12" of this psyker, subtract 2 from the result.

2

WRACK AND RUIN

Reaching out with his mind, the Librarian senses every fault, hairline crack and structural weakness in an enemy fortification, then builds empyric resonance within them until the stronghold shakes itself violently apart.

Witchfire: Wrack and Ruin has a warp charge value of 6. If manifested, select one BUILDING unit, or one enemy unit that is wholly on or within an Area Terrain feature and is within 18" of and visible to this PSYKER. Roll nine D6, adding 1 to the result if the unit you selected was a BUILDING; for each roll of 5+ that unit suffers 1 mortal wound.

3

IRON INFERNO

The Librarian sends his mind questing outward to locate seams of metal, the iron spars of girders and foundations, and any other metallic deposit he can sense. Then, with a furious mental blast, he superheats them all to trigger a devastating pyrometallic eruption.

Witchfire: Iron Inferno has a warp charge value of 6. If manifested, select one point on the battlefield within 18" of and visible to this psyker. Roll one D6 for each enemy unit within 6" of that point; on a 4+ that unit suffers 1 mortal wound.

4

FORTIFY

The Librarian envisions a mighty citadel, ravaged by battle but under swift repair. As he does so he lets his powers wash out across his battle-brothers, compelling their flesh to knit and their bones to set just as the mental fortress is restored to its original magnificence.

Blessing: Fortify has a warp charge value of 4. If manifested, select one friendly IMPERIAL FISTS INFANTRY or IMPERIAL FISTS BIKER model within 12" of the psyker; that model regains up to D3 lost wounds.

5

ASPECT OF STONE

Thrumming geokinetic energies wreath the Librarian’s fists. Iron strengthens his sinews while his flesh becomes unyielding as ferrocrete – in such a state, he becomes all but unstoppable.

Blessing: Aspect of Stone has a warp charge value of 5. If manifested, then until the start of your next Psychic phase, add 2 to this psyker’s Strength and Toughness characteristics.

6

CHASM

The psyker slams his palms together, and then pulls them slowly apart. As he does, a wide chasm opens beneath the feet of his enemy and they plunge screaming to their doom in the darkness below.

Witchfire: Chasm has a warp charge value of 6. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this psyker. Roll 2D6: if the result is less than the lowest Move characteristic in that unit it suffers 1 mortal wound; if the result equals the lowest Move characteristic in that unit it suffers D3 mortal wounds; if the result is greater than the lowest Move characteristic in that unit it suffers 3 mortal wounds.


Indomitus Discipline

The Ultramarines Librarius is renowned for its discipline and close adherence to the strict dictates of the Codex Astartes. Ultramarines Librarians train their minds to a sharp focus, and are able to manipulate their enemy, read the premonitory echoes of their movements, or even strike directly at their victims’ psyches to devastating effect.

LIBRARIAN models in ULTRAMARINES Detachments can know all of their psychic powers from the Indomitus discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Indomitus discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

PRECOGNITION

The Librarian sees the trajectory of incoming attacks, allowing him to slip effortlessly around them. To the outside observer, it seems neither bullet nor blade can touch him.

Blessing: Precognition has a warp charge value of 5. If manifested, then until the start of your next Psychic phase this psyker has a 5+ invulnerable save and, when resolving an attack made against this psyker, subtract 1 from the hit roll.

2

SCRYER’S GAZE

Looking into the twisted strands of the warp to divine the future, the Librarian hopes to predict the enemy’s plans and dispositions. With such knowledge, they can devise new strategies, guide their battle-brothers and alter the course of an entire war zone.

Blessing: Scryer’s Gaze has a warp charge value of 7. If manifested, if your army is Battle-forged you can choose to immediately gain 1 Command Point. If you choose not to then, once this turn, when resolving an attack made by a model from a friendly ULTRAMARINES unit whilst its unit is within 18" of this psyker, you can re-roll the hit roll, wound roll or damage roll.

3

TELEPATHIC ASSAULT

Gathering his mental might into a searing blade of psychic energy, the Librarian unleashes an overwhelming empyric attack upon his enemy’s mind. Foes scream and collapse, blood jetting from their eyes as their brains burst asunder.

Witchfire: Telepathic Assault has a warp charge value of 7. If manifested, select one enemy unit within 24" of and visible to this psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit.

4

STORM OF THE EMPEROR’S WRATH

Stretching forth one armoured gauntlet, the Librarian unleashes a ravening tempest of psychic blasts. Striking like lightning, these actinic energy bolts burn flesh black and overload the machine spirits of enemy war engines with a crackling roar.

Witchfire: Storm of the Emperor’s Wrath has a warp charge value of 6. If manifested, select the nearest enemy unit that is within 18" of and visible to this psyker. Roll one D6 for each model in that unit; for each 6 that unit suffers 1 mortal wound.

5

PSYCHIC SHACKLES

The Librarian plunges into his foes’ minds, trammelling their souls, crushing their will to fight on and stalling their advance in its tracks.

Malediction: Psychic Shackles has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, halve the Move characteristic (rounding up) of models in that unit, and when a charge roll or Advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this psychic power and the Tenebrous Curse psychic power at the same time.

6

EMPYRIC CHANNELLING

The Librarian focuses his thoughts to channel warp energies into one of his psychically attuned brothers, achieving a harmonious psychic choristry that magnifies his powers by an order of magnitude.

Blessing: Empyric Channelling has a warp charge value of 5. If manifested, select one other friendly ULTRAMARINES LIBRARIAN model within 12" of this psyker. Until the end of this Psychic phase, when a Psychic test is taken for that model, add 2 to the total, and that model does not suffer Perils of the Warp on a roll of double 1 or double 6.


Interromancy Discipline

PSYKER models in DARK ANGELS Detachments can know all of their psychic powers from the Interromancy discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Interromancy discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.

D6PSYCHIC POWER
1

MIND WORM

The Librarian burrows his consciousness into the screaming victim’s brain, ripping free their secrets in a spray of gore.

Malediction: Mind Worm has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER.

  • That unit suffers 1 mortal wound.
  • Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight until all other eligible units from your army have done so.

2

AVERSION

The Librarian sends waves of cold fear washing outwards. The foe find themselves unable to focus upon the psyker, their subconscious screaming at them to look away for fear of what they will see.

Malediction: Aversion has a warp charge value of 6. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase:

  • While that unit is within 6" of this PSYKER, subtract 1 from the Attacks characteristic of models in that unit.
  • Each time a model in that unit makes an attack, subtract 1 from that attacks hit roll.

3

RIGHTEOUS REPUGNANCE

Reaching into the minds of his brothers, the Librarian stokes the fires of their hate, and the Dark Angels respond with a surge of cold, furious violence.

Blessing: Righteous Repugnance has a warp charge value of 7. If manifested, select one friendly DARK ANGELS unit within 12" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll.

4

TREPHINATION

The Librarian gathers his thoughts into a white-hot spike to plunge straight into his victim’s mind, leaving the foe’s brain matter dribbling from their ears.

Witchfire: Trephination has a warp charge value of 5. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers D3 mortal wounds. If the result of the Psychic test was greater than the Leadership characteristic of the enemy unit, that enemy unit suffers 3 mortal wounds instead.

5

ENGULFING FEAR

The Librarian inveigles his way into the minds of his foes. Subtly, he twists and heightens their fears.

Malediction: Engulfing Fear has a warp charge value of 7. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next psychic phase:

  • Subtract 1 from Leadership characteristic of models in that unit.
  • That unit cannot use the Objective Secured ability or any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of an objective marker.
  • If the result of the Psychic test was equal to or greater than that units Leadership characteristic, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).

6

MIND WIPE

The Librarian scourges the minds of his foes, dragging out every memory that makes them who they are and reducing them to hollow shells of what they once were.

Malediction: Mind Wipe has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER, then select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that aura ability.


Promethean Discipline

The reek of ash, the searing heat of the volcano and the terrifying visage of monsters from Nocturnean myth – these are the hallmarks of the psychic powers used by those Librarians descended from Vulkan. Channelling the Chapter’s infernal heritage, these warrior-mystics defend their battle-brothers like true Salamanders.

LIBRARIAN models in SALAMANDERS Detachments can know all of their psychic powers from the Promethean discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Promethean discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

FLAMING BLAST

The Librarian condenses the roiling energy of the warp into a great ball of raging fire before casting it at the foe.

Witchfire: Flaming Blast has a warp charge value of 6. If manifested, select one point on the battlefield within 24" of and visible to this psyker. Roll one D6 for each enemy unit within 3" of that point; on a 4+ that unit suffers 1 mortal wound.

2

FIRE SHIELD

Extending his hand, a great sheet of flame bursts from the Librarian’s palm. With a sweep of his arms, he creates a towering wall of flame to protect his battle-brothers.

Blessing: Fire Shield has a warp charge value of 6. If manifested, select one friendly SALAMANDERS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a charge that unit is a target of, subtract 1 from the result.

3

BURNING HANDS

The Librarian’s gauntlets glow bright before bursting into flames. Each strike from these armoured fists blasts the unfortunate victim into ashes.

Blessing: Burning Hands has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, each time this PSYKER makes a melee attack, you can select for it to use the close combat weapon profile instead of a melee weapon it is equipped with. Each time this PSYKER makes an attack with the close combat weapon profile, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.

4

DRAKESKIN

The Librarian summons a shimmering layer of translucent scales around his allies, harder even than the impervious hides of the great drakes of Nocturne.

Blessing: Drakeskin has a warp charge value of 6. If manifested, select one friendly SALAMANDERS unit within 12" of this psyker. Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit.

5

FURY OF NOCTURNE

The Librarian channels his powers into the ground around him to create a microcosm of Nocturne around his foes. The earth darkens and begins to split, before towering flames and boiling magma spew forth to burn the enemies of the Salamanders to cinders.

Witchfire: Fury of Nocturne has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll 2D6; if the result is greater than the highest Toughness characteristic of models in that unit, that unit suffers D3 mortal wounds.

6

DRACONIC ASPECT

Summoning the wrath of the indigenous creatures of Nocturne, the Librarian takes on the appearance of a great fire-breathing drake. With burning eyes and flame streaming from his nostrils, the Salamander sends his enemies fleeing in panic.

Blessing: Draconic Aspect has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 12" of this psyker.


Sanguinary Discipline

PSYKER models in Blood Angels Detachments can know all of their psychic powers from the Sanguinary discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Sanguinary discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER model knows.

D6PSYCHIC POWER
1

QUICKENING

The Librarian channels his psychic might, and the deadly powers of the immaterium flow through him, raising his speed to deadly heights.

Blessing: Quickening has a warp charge value of 6. If manifested, until the start of your next Psychic phase:

  • You can re-roll Advance and charge rolls made for this PSYKER.
  • Add D3 to this PSYKER’s Attacks characteristic.

2

UNLEASH RAGE

The Librarian reaches into the minds of his fellows and stokes the fires of anger lurking in their psyches, pushing them into a frenzied rage.

Blessing: Unleash Rage has a warp charge value of 6. If manifested, select one friendly BLOOD ANGELS CORE unit within 12" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

3

SHIELD OF SANGUINIUS

The Librarian wills a shimmering golden barrier into existence, shielding his brothers from harm.

Blessing: Shield of Sanguinius has a warp charge value of 6. If manifested, select one friendly BLOOD ANGELS unit within 18" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 5+ invulnerable save.

4

BLOOD BOIL

The Librarian drives his enemy’s lifeblood into a seething frenzy, causing it to boil in the victims veins a split second before bursting from every pore with explosive finality.

Witchfire: Blood Boil has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of and visible to this PSYKER and roll 2D6:

  • If the total is more than the highest Toughness characteristic of models in that unit, it suffers D3 mortal wounds.
  • If the total is more than double the highest Toughness characteristic of models in that unit, it suffers 3 mortal wounds instead.

5

BLOOD LANCE

The Librarian conjures a mighty lance, infused with his innermost rage. Hefting this empyric projectile, the Librarian hurls it with all of his psychokinetic might, sending it hurtling through the enemy ranks to maim and impale.

Witchfire: Blood Lance has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw the shortest possible line between this PSYKER’s base and the selected enemy model’s base (or hull), then roll one D6 for each model the centre of the line passes over: on a 5+, that model’s unit suffers 1 mortal wound.

6

WINGS OF SANGUINIUS

Blood-red wings of psychic energy spring from the back of the Librarian, allowing him to soar across the battlefield like an avenging angel.

Blessing: Wings of Sanguinius has a warp charge value of 6. If manifested, this PSYKER can make a Normal Move or Fall Back as if it were your Movement phase. In addition, until the end of the phase, this PSYKER has a Move characteristic of 12" and the FLY keyword.


Stormspeaking Discipline

White Scars Librarians are known as Stormseers, a wise and mysterious order within the Chapter who act as advisors to the khans as well as being powerful psykers. Stormseers are able to command the very elements; their foes are battered to ruin by mighty winds or beset by forked lightning from the storm-wracked skies.

LIBRARIAN models in WHITE SCARS Detachments can know all of their psychic powers from the Stormspeaking discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Stormspeaking discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

BLASTING GALE

The Stormseer calls up a screaming windstorm to assail the foe. It is all his victims can do to stand their ground without being torn from their feet, let alone press forwards into battle.

Malediction: Blasting Gale has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot Advance, and when a charge roll is made for it, roll one fewer D6, to a minimum of one D6 (typically, this will mean one D6 is rolled instead of 2D6).

2

LIGHTNING CALL

Raising his arms to the roiling storm-clouds overhead, the Stormseer calls down lightning strikes upon his foes.

Witchfire: Lightning Call has a warp charge value of 7. If manifested, the closest enemy unit within 18" of this psyker suffers D3 mortal wounds. If that unit is not destroyed, roll one D6; on a 4+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 5+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 6 that unit suffers 1 mortal wound.

3

RIDE THE WINDS

Invoking the power of the winds with a gravelly-voiced chant, the Stormseer sends rushing currents of invisible energy to speed his comrades into battle.

Blessing: Ride the Winds has a warp charge value of 6. If manifested, select one friendly WHITE SCARS unit within 12" of this psyker. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, add 2 to the result.

4

STORM-WREATHED

At the Stormseer’s behest the roiling clouds funnel into a furious vortex that swirls down to surround his advancing brothers. Lightning crackles around the White Scars and leaps from their bodies to strike down the foe.

Blessing: Storm-wreathed has a warp charge value of 6. If manifested, select one friendly WHITE SCARS unit within 12" of this psyker. Until the start of your next Psychic phase, enemy units cannot fire Overwatch at that unit, and after that unit finishes a charge move, for each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 6, that enemy unit suffers 1 mortal wound.

5

SPIRITS OF CHOGORIS

Many and terrible are the spirits and ghouls of Chogorian tribal folklore, and it is warpwrought simulacra of these ancient terrors that the Stormseer now unleashes on the foe.

Malediction: Spirits of Chogoris has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

6

EYE OF THE STORM

Summoning a hurricane, the Stormseer becomes the heart of a screaming cyclone. Wherever he strides, the enemy are plucked from their feet and dashed to ruin by its elemental fury.

Witchfire: Eye of the Storm has a warp charge value of 6. If manifested, roll one D6 for each enemy unit within 12" of this psyker, adding 1 to the result if that unit can FLY; on a 4+ that unit suffers 1 mortal wound.


Technomancy Discipline

The Librarius of the Iron Hands turn their attention to the manipulation of machines on a spiritual level. Able to commune with or attack the spirits of machines, as these warriors stride through the maelstrom of battle their foes find their weapons failing or Iron Hands war engines they thought disabled suddenly roused to fight again.

LIBRARIAN models in IRON HANDS Detachments can know all of their psychic powers from the Technomancy discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Technomancy discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

BLESSING OF THE MACHINE GOD

The Librarian reaches out with his mind and binharically amplifies the anger of a nearby machine spirit, driving it to lash out at the enemy with renewed purpose.

Blessing: Blessing of the Machine God has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLE model within 12" of this psyker (you can only select a TITANIC model if the result of the Psychic test to manifest this power was 8 or more). Until the start of your next Psychic phase, when resolving an attack made by that model, add 1 to the hit roll.

2

OBJURATION MECHANICUM

Extending their hand, the Librarian compels the enemy’s equipment to betray them. Grenades spontaneously detonate, weapons backfire, and power cells overheat in a deadly fashion.

Malediction: Objuration Mechanicum has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after resolving that attack.

3

FURY OF MEDUSA

The psyker channels the might of Medusa’s furious electrical storms, unleashing a leaping psychic gheist that surges through the enemy.

Witchfire: Fury of Medusa has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this psyker. Draw the shortest possible imaginary straight line, 1mm wide, between this psyker’s base and that model’s base. Roll one D6 for the selected model’s unit and each other enemy unit that this line passes across, adding 2 to the result if the unit being rolled for is a VEHICLE. On a 4-5 the unit being rolled for suffers 1 mortal wound; on a 6+ the unit being rolled for suffers D3 mortal wounds.

4

PSYSTEEL ARMOUR

At the Librarian’s command, warp energy flows in streamers from thin air and winds itself around his allies, glowing like forge-hot steel. The flowing psysteel coats the armour of nearby tanks or Dreadnoughts, or else wraps fellow warriors in a second skin capable of turning aside bullet and blade alike.

Blessing: Psysteel Armour has a warp charge value of 6. If manifested, select one friendly IRON HANDS unit within 12" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw. Invulnerable saves are not affected.

5

REFORGE

Pressing his hand against rent vehicle armour, the psyker chants binharic incantations that urge the machine to repair itself. Wiring reknits, damaged energy cells are sealed and buckled armour flattens and reforms.

Blessing: Reforge has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLE model within 3" of and visible to that psyker (you cannot select a model that has already regained lost wounds this turn). That model regains up to D3 lost wounds.

6

MACHINE FLENSE

The psyker lashes out with his mind at an enemy war machine to shred its armoured hull. The strips of razor-edged shrapnel torn from the vehicle’s iron flesh are hurled like daggers at a nearby foe.

Witchfire: Machine Flense has a warp charge value of 6. If manifested, select one enemy VEHICLE unit that is within 18" of and visible to this psyker. That unit suffers D3 mortal wounds. You can then select one other enemy unit that was within 6" of and visible to that VEHICLE unit when this power was manifested. Roll one D6 for each mortal wound that VEHICLE unit suffered; for each 3+ the other selected unit suffers 1 mortal wound.


Tempestas Discipline

PSYKER models in SPACE WOLVES Detachments can know all of their psychic powers from the Tempestas discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Tempestas discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.

D6PSYCHIC POWER
1

LIVING LIGHTNING

Sentient electricity crackles amid the brooding skies above as the Rune Priest calls forth the elements to smite his foes. At the psykers command, lightning arcs into the ranks of the enemy, leaving a trail of blackened corpses in its wake.

Witchfire: Living Lightning has a warp charge value of 6. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers D3 mortal wounds. Then roll one D6: on a 2-4, the closest other enemy unit within 6" of and visible to that unit suffers 1 mortal wound; on a 5+, it suffers D3 mortal wounds.

2

MURDEROUS HURRICANE

The Rune Priest bellows an ancient curse, and within moments his foes are all but consumed in a hurricane of freezing shards, a thousand blades of psychically formed ice plunging into their flesh.

Malediction: Murderous Hurricane has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • If that unit is not wholly on or within a terrain feature, that unit cannot fire Overwatch.
  • In the Fight phase, that unit is not eligible to fight until after all eligible SPACE WOLVES units from your army have done so.

3

TEMPEST’S WRATH

The Rune Priest brings the rage of the storm to a roaring crescendo, frost-fingered wind spirits whipping at his enemies, tearing at their eyes and snatching weapons from their hands.

Malediction: Tempest’s Wrath has a warp charge value of 6. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

4

INSTINCTS AWOKEN

Maintaining the balance between the controlled aggression of his brothers and the roaring beast at their hearts, the Rune Priest awakens the savage spirit within them.

Blessing: Instincts Awoken has a warp charge value of 6. If manifested, select one friendly SPACE WOLVES unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead of the currently active doctrine. If the Assault Doctrine is already active for your army, then on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault doctrine.

5

STORM CALLER

The Rune Priest chants an ancient rite that builds into a terrifying howl. Roaring winds and furious blizzards rage about him in a vortex of ice and snow that obscures him from sight.

Blessing (Aura): Storm Caller has a warp charge value of 6. If manifested, until the start of your next Psychic phase, while their unit is within 6" of this PSYKER, friendly SPACE WOLVES models receive the benefits of light cover.

6

JAWS OF THE WORLD WOLF

The Rune Priest implores the spirit of the world upon which he hunts to open its rock-fanged maw, and a chasm cracks open under the feet of his chosen enemy, sending them tumbling to their death below.

Witchfire: Jaws of the World Wolf has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Roll one D6 for each model in that unit, adding 1 to the result if the result of the Psychic test was 9 or more. For each roll of a 6+, that unit suffers 1 mortal wound.


Umbramancy Discipline

The Librarians of the Raven Guard are amongst the most reclusive and unfathomable warriors of their Chapter. Stalking the battlefield as half-seen spectres, they bend the very shadows to their will, sowing fear and confusion amongst the foe.

LIBRARIAN models in RAVEN GUARD Detachments can know all of their psychic powers from the Umbramancy discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Umbramancy discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

UMBRAL FORM

The psyker summons a veil of darkness, slipping into its folds to evade the fury and firepower of the foe.

Blessing: Umbral Form has a warp charge value of 5. If manifested, until the start of your next Psychic phase this psyker has a 4+ invulnerable save.

2

ENVELOPING DARKNESS

At the psyker’s command, the shadows cast by his enemies rise up and engulf them like a dense flock of ravens, leaving them disorientated and vulnerable to attack.

Malediction: Enveloping Darkness has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch, and when resolving an attack made by that unit, subtract 1 from the hit roll.

3

SPECTRAL BLADE

The psyker implants his foe with the psychosomatic suggestion that his weapon is irresistibly sharp, striking them down with the psychic feedback of their own warped perceptions.

Blessing: Spectral Blade has a warp charge value of 5. If manifested, until the start of your next Psychic phase this psyker’s Strength characteristic is equal to their Leadership characteristic. In addition, until the start of your next Psychic phase, when resolving an attack made with a melee weapon by this psyker against a unit whose highest Leadership characteristic is lower than this psyker’s, that weapon has an Armour Penetration characteristic of -4 for that attack.

4

SHADOWSTEP

The gloom of the battlefield coalesces into a dark passageway that allows those who use it to stalk amongst shadows and re-emerge where the foe least expects them.

Blessing: Shadowstep has a warp charge value of 7. If manifested, select one RAVEN GUARD CHARACTER unit from your army within 18" of this psyker. Remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9" from any enemy models.

5

THE ABYSS

A shadowy whirlpool opens in the enemy’s midst, snatching away unfortunate warriors as it gathers terrifying momentum.

Witchfire: The Abyss has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll three D6; for each roll of 4+ that unit suffers 1 mortal wound. If any models in that unit are destroyed as a result of this psychic power, subtract 1 from the Leadership characteristic of models in that unit until the end of this turn.

6

THE DARKNESS WITHIN

The psyker sends his mind forth, calling not to the visible shadows surrounding his enemies but rather to the fears and doubts that shadow their souls. These he draws out as weeping umbral ectoplasm, until only ghost-pale corpses remain.

Witchfire: The Darkness Within has a warp charge value of 6. If manifested, select up to three enemy units within 18" of this psyker. Roll one D6 for each of those units, adding 1 to the result if the result of the Psychic test was more than 10; on a 4+ that unit suffers 1 mortal wound.


Xenopurge Discipline

PSYKER models in DEATHWATCH Detachments can know all of their psychic powers from the Xenopurge discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Xenopurge discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.

D6PSYCHIC POWER
1

PREMORPHIC RESONANCE

The psyker peers into the timeless eddies of the warp, seeing future echoes of whatever sinuous, scuttling or bounding movements the enemy will make before imprinting this foreknowledge into the minds of his brothers to guide their aim.

Blessing: Premorphic Resonance has a warp charge value of 6. If manifested, select one friendly DEATHWATCH unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • Any Overwatch attacks made by that unit score hits on rolls of 5+.
  • If that unit starts the Fight phase within Engagement Range of any enemy models, it can fight first that phase.
  • Each time a melee attack is made by a model in that unit, add 1 to that attacks hit roll.

2

FORTIFIED WITH CONTEMPT

Fanning the fires of the Deathwatchs hatred into an inferno of contempt, the psyker instils a feeling of such vehement disgust in his brothers that they shrug off the direst of injuries in their determination to exact their vigil’s vow.

Blessing: Fortified With Contempt has a warp charge value of 6. If manifested, select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

3

NEURAL VOID

The psyker assails the target with a voidblack darkness upon their minds, woven from psychomantic shadow. Mental cohesion and coordination begin to break down, orders become garbled and impetus blunted.

Malediction: Neural Void has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • Subtract 1 from the Attacks characteristic of models in that unit.
  • Each time a charge is declared for that unit, only the closest unit from your army can be selected as the target of that charge.

4

PSYCHIC CLEANSE

Before the empyric might of the psyker, teeming throngs of lesser minds are swept aside in a purgation that purifies the unclean.

Witchfire: Psychic Cleanse has a warp charge value of 6. If manifested, roll one D6 for each enemy model within 9" of this PSYKER: on a 6, that model’s unit suffers 1 mortal wound.

5

MANTLE OF SHADOW

The psyker draws a shadow over his allies, shrouding their presence from enemy senses and assuring the completion of priority missions without detection.

Blessing: Mantle of Shadow has a warp charge value of 6. If manifested, select one friendly DEATHWATCH INFANTRY unit within 12" of this Psyker. Until the start of your next Psychic phase, if that unit does not shoot or declare a charge, enemy models cannot target that unit with ranged attacks unless they are within 12" of it or it is the closest eligible unit.

6

SEVERANCE

The psyker has trained his powerful mind to single out entities from which his foes gain their strength, snipping their influence with his razored thoughts. In an instant, commanding screeches fade to whimpers, inspiring presences falter and communications vomit babbling nonsense.

Malediction: Severance has a warp charge value of 7. If manifested, select one enemy CHARACTER unit within 18" of this PSYKER.

  • That unit suffers 1 mortal wound.
  • Until the start of your next Psychic phase, reduce the range of that units aura abilities by 3" (if the result of the Psychic test was greater than that Character unit’s Leadership characteristic, then until the start of your next Psychic phase, enemy units cannot benefit from that unit’s aura abilities).


Litanies of Battle

All CHAPLAINS know the Litany of Hate (see below). In addition, before the battle, generate the additional litanies for PRIEST models from your army that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the priest knows.

When a PRIEST unit from your army recites a litany, replace all instances of the <CHAPTER> keyword on that litany (if any) with the name of the Chapter that your PRIEST is drawn from.

Litany of Hate (Aura)

The Chaplain fuels his battle brothers with hatred and exhorts them to strike the foe harder and harder, without mercy.

If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

D6LITANIES OF BATTLE
1

LITANY OF FAITH (AURA)

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this Priest, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

2

CATECHISM OF FIRE

The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower.

If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attacks wound roll.

3

EXHORTATION OF RAGE

The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down.

If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

4

MANTRA OF STRENGTH

The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself.

If this litany is inspiring:

  • Add 1 to this PRIEST’s Attacks and Strength characteristics.
  • Add 1 to the Damage characteristic of melee weapons this PRIEST is equipped with.

5

RECITATION OF FOCUS

The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true.

If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.

6

CANTICLE OF HATE (AURA)

Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy.

If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST:

  • Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit’s charge roll.
  • Each time a model in that unit makes a pile in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.


Litanies of the Devout

PRIEST models in BLACK TEMPLARS Detachments can know all of their litanies from the Litanies ot the Devout instead the Litanies of Battle. If they do, they know the Litany of Hate and generate the appropriate number of additional litanies from the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the priest knows.

D6LITANY
1

LITANY OF DIVINE PROTECTION

The Chaplain rouses the ardent souls of his brothers, calling upon the godly essence of the Emperor to shield his sons from the blasphemy of the unbeliever.

If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. Each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

2

PSALM OF REMORSELESS PERSECUTION

The burning zeal with which the Chaplain denounces Humanity’s foes drives his brothers into a terrible battle-rage.

If this litany is inspiring, select one friendly BLACK TEMPLARS CORE unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. A unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability.

3

PLEA OF DELIVERANCE

The Chaplains words exhort his followers to steel their minds against the sorceries of the foe. Nearby brothers find their bodies filled with the inviolable light of the immortal Emperor, casting out the darkness.

If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST.

  • If that unit or its models are being affected by any psychic powers manifested by enemy models, the effects of those psychic powers on that unit and its models end.
  • Until the start of your next Command phase, that unit, and the models it contains, are not affected by any psychic power manifested by enemy units.

4

FIRES OF DEVOTION

The Chaplains words speak to the very souls of his battle-brothers, inflaming them with ardour and their blade arms with divine strength.

If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. Each time that unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.

5

FERVENT ACCLAMATION

The magnetic force of the Chaplains oratory inspires his fellow warriors to swear great vows, even in the midst of the battle.

If this litany is inspiring, select one Templar Vow that is not in effect and select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. That unit gains the effects of that vow.

6

OATH OF GLORY

The Chaplain bellows an oath to Rogal Dorn before plunging into the foe, shattering armour and crushing skulls with blows from their holy weapon.

If this litany is inspiring:

  • At the start of the Fight phase, if this PRIEST model is within Engagement Range of any enemy units, it can fight first that phase.
  • Each time this PRIEST model makes an attack with a crozius arcanum or artificer crozius, or a Relic that replaces one of these weapons, an unmodified hit roll of 6 scores 2 additional hits.
  • Add 1 to the Strength characteristic of this PRIEST model.


Warlord Traits

If an ADEPTUS ASTARTES CHARACTER model is your WARLORD, you can use the Space Marines Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a PHOBOS CHARACTER model is your WARLORD, you can instead use the Vanguard Warlord Traits table below to determine what Warlord Trait they have in the same manner. If you wish, instead of selecting a Warlord Trait from either of the tables below, you can select a Chapter Warlord Trait for your WARLORD, but only if they are from the relevant Chapter.

When you have determined a Warlord Trait for an ADEPTUS ASTARTES CHARACTER model, replace all instances of the <Chapter> keyword in their Warlord Trait (if any) with the name of the Chapter that your model is drawn from.

Space Marines Warlord Traits

D6WARLORD TRAIT
1

FEAR MADE MANIFEST (AURA)

The Emperor’s enemies quail beneath this champion’s wrathful gaze.

While an enemy unit is within 6" of this WARLORD:

  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.

2

THE IMPERIUM’S SWORD

This warlord hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind.

  • You can re-roll charge rolls made for this WARLORD.
  • Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to its Strength and Attacks characteristics.

3

IRON RESOLVE

Faith and duty drive this warlord relentlessly onwards as he shrugs off injuries that would lay lesser warriors low.

  • Add 1 to the Wounds characteristic of this WARLORD.
  • Each time this WARLORD would lose a wound, roll one D6: on a 6, that wound is not lost.

4

CHAMPION OF HUMANITY

This commander has slain enemy generals beyond counting.

  • Each time this WARLORD fights, if it is within Engagement Range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this Warlord’s Attacks characteristic.
  • Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attack’s hit roll and wound roll.

5

STORM OF FIRE (AURA)

This warlord expertly guides his warriors’ fire.

While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

6

RITES OF WAR (AURA)

This commander and his warriors have vowed to secure victory.

While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability.


Vanguard Warlord Traits

D6WARLORD TRAIT
1

SHOOT AND FADE

This warrior harries the foe before returning to the shadows.

Once per turn, in your Shooting phase, after shooting with a friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD, that unit can make a Normal Move or it can Advance; in either case, if it does, that unit is not eligible to declare a charge with this turn.

2

LORD OF DECEIT

This leader is adept at subterfuge and spreading misinformation.

After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

3

MASTER OF THE VANGUARD (AURA)

This living legend of the Vanguard is an inspiration to his brothers.

While a friendly <CHAPTER> PHOBOS unit is within 6" of this WARLORD:

  • Add 1 to charge rolls made for that unit.
  • Each time that unit is selected to make a Normal Move, Advance or Fall Back, add 1" to that unit’s Move characteristic until the end of the phase.

4

STEALTH ADEPT

This warlord slips through enemy territory like a spectre.

Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks.

5

TARGET PRIORITY

This tactician is constantly seeking prime targets.

In your Command phase, you can select one friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.

6

MASTER MARKSMAN

This warlord is one of the finest sharpshooters in the galaxy.

Add 1 to the Damage characteristic of ranged weapons this WARLORD is equipped with (excluding Grenades and Relics).


Chapter Warlord Traits

Dark Angels: Brilliant Strategist

The commanders of the Dark Angels share a measure of their Primarch’s vaunted strategic brilliance.

In your Command phase, you can select one friendly DARK ANGELS unit within 6" of this WARLORD. Until the start of your next Command phase, if the Tactical Doctrine is active for your army, then each time a model in that unit makes an attack, the Devastator Doctrine is considered to be active for that attack instead; if the Assault Doctrine is active for your army, then each time a model in that unit makes an attack, the Tactical Doctrine is considered to be active for that attack instead (see Combat Doctrines).

White Scars: Deadly Hunter

This son of the Warhawk strikes swiftly, a predator whose first kill is claimed before the foe are even aware of their peril.

After this WARLORD makes a charge move, you can select one enemy unit within 1" of it and roll one D6: on a 2+, that unit suffers 1 mortal wound.

Space Wolves: Beastslayer

This warlord has slain some of the worst creatures that the galaxy has to offer. Such a hero embodies Russ’ferocity and courage.

  • While this WARLORD is within Engagement Range of any enemy MONSTER or VEHICLE units, add 1 to its Attacks characteristic.
  • Each time this WARLORD makes an attack against a MONSTER or VEHICLE unit, add 1 to that attacks hit roll and add 1 to that attack’s wound roll.

Imperial Fists: Architect of War (Aura)

Imperial Fist leaders have a gift for bolstering defensive positions.

While a friendly IMPERIAL FISTS CORE unit that is receiving the benefits of cover is within 6” of this WARLORD, each time an attack with an Armour Penetration characteristic of-1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.

Crimson Fists: Refuse to Die

This Crimson Fists champion defies death against all odds.

The first time this WARLORD is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the Only in Death Does Duty End Stratagem). If you do, then on a 4+, set this WARLORD back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining.

Black Templars: Oathkeeper

The fury of a Black Templars warlord carries him headlong into battle no matter the hardships, the foe or the challenge he faces.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, it can move up to 6” instead of 3". All other rules for Heroic Interventions still apply.

Blood Angels: Speed of the Primarch

Honouring the memory of Sanguinius on the field of battle, this warlord strikes as fast as the mighty angel of Baal once did.

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Flesh Tearers: Merciless Butcher

In battle, this warlord loses themselves in the pursuit of slaughter, hacking apart all before them with unrelenting savagery.

Each time this WARLORD is selected to fight, make 1 additional attack with one of its melee weapons for every five enemy models within 3" of it (to a maximum of 3 additional attacks).

Iron Hands: Adept of the Omnissiah

This warlord is a master of war and the rites of the machine.

  • At the end of your Movement phase, unless this WARLORD is a TECHMARINE, it can repair one friendly IRON HANDS VEHICLE model within 1" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
  • If this WARLORD is a TECHMARINE, then each time it uses its Blessing of the Omnissiah ability, the model it is repairing regains up to D3+1 lost wounds instead of D3.

Ultramarines: Adept of the Codex

Ultramarines warlords are peerless masters of tactics and strategy, epitomising the teachings of the Codex Astartes.

While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.

Salamanders: Anvil of Strength

Vulkan was renowned as the strongest of the Primarchs, and his genetic heritage lends this son of Nocturne great physical might.

Add 2 to the Strength characteristic of this WARLORD.

Raven Guard: Echo of the Ravenspire

This warlord can vanish from sight with supernatural skill.

Once per battle, at the end of your Movement phase, this WARLORD can vanish into the gloom if it is more than 6" from any enemy models. If it does, remove it from the battlefield and then, in the Reinforcements step of your subsequent Movement phase, set up this WARLORD anywhere on the battlefield that is more than 9" away from any enemy models. If the battle ends and this WARLORD is not on the battlefield, it is destroyed.

Deathwatch: Vigilance Incarnate

In standing sentinel over a vital swathe of the Imperium, this warlord always knows the appropriate tactics to defeat a foe.

In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Each time you do, select one Battlefield Role; until the start of your next Command phase, each time a model in that unit makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.

Black Templars Warlord Traits

If a BLACK TEMPLARS CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

EPITOME OF PIETY

So intense is the warlord's devotion to the God-Emperor that they are able to throw off the malign influence of the warp.

  • In your opponent s Psychic phase, this WARLORD can attempt to deny one psychic power as if it were a PSYKER.
  • Add 1 to Deny the Witch tests taken for this WARLORD.

2

PARAGON OF FURY

This warlord’s hatred for the heretic and the unbeliever burns with the fury of a newborn star.

After this WARLORD finishes a charge move:

  • Until the end of the turn, add 1 to this WARLORD’s Strength characteristic.
  • Roll one D6 for each enemy model that is within Engagement Range of it: on a 5+, that model’s unit suffers 1 mortal wound.

3

MASTER OF ARMS

The warlord has devoted their existence to the rigorous perfection of the blade, becoming a force of righteous destruction upon the battlefield.

  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.
  • Add 1 to this WARLORD’s Attacks characteristic.

4

INSPIRATIONAL FIGHTER (AURA)

The warlord's exemplary martial prowess galvanises the battle-brothers around them to reach new heights of righteous ferocity.

While a friendly BLACK TEMPLARS CORE unit is within 6" of this WARLORD, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus gained from the Assault Doctrine if it is active for your army.

5

FRONT-LINE COMMANDER

Leading from the heart of the battle, the warlord pushes their brethren to ever more fervent acts of courage in the face of the enemy’s guns.

  • Add 1 to Advance and charge rolls made for this WARLORD.
  • Each time a friendly BLACK TEMPLARS CORE unit declares a charge against an enemy unit that is within Engagement Range of this WARLORD, add 1 to the charge roll made for that unit.

6

OATHKEEPER

The fury of a Black Templars warlord cannot be stayed until the foe lies ruined at his feet.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.


Named Characters and the Emperor’s Champion

If one of the following characters gains a Warlord Trait, they must have the one shown below. Note that The Emperor’s Champion is not considered to be a named character, but the Cenobyte Servitors in Chaplain Grimaldus’ unit are considered named characters.

Named CharacterWarlord Trait
High Marshal HelbrechtFront-line Commander
Chaplain GrimaldusEpitome of Piety*

*Only the Chaplain Grimaldus model is considered the WARLORD for the purposes of this Warlord Trait.

If The Emperor’s Champion is given a Warlord Trait, it must be given one from the Black Templars Warlord Traits table above. If you choose to randomly generate a Warlord Trait for the Emperor’s Champion, re-roll any results of 6.

Blood Angels Warlord Traits

If a BLOOD ANGELS CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

SPEED OF THE PRIMARCH

Such is this warlords speed, it is as if the Primarch himself fights alongside his sons.

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

2

ARTISAN OF WAR

This warlord is a true artist both on and off the battlefield. His talents are reflected in the exquisite workmanship of his wargear, for he insists upon personally crafting his weapons of war.

This WARLORD can be given one of the following Special-issue Wargear Relics: Adamantine Mantle; Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique.

3

SOULWARDEN (AURA)

This warlord is possessed of an iron will, his sheer mental determination ensuring that neither his own Red Thirst nor the evils of enemy sorcerers can easily find purchase upon his or his brothers’ souls.

While a friendly BLOOD ANGELS unit is within 6" of this WARLORD, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

4

HEROIC BEARING

This warlord is a beacon of hope in a hateful galaxy. No matter the odds, friendly forces are inspired by his presence.

  • Add 3" to the range of this WARLORD s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • This Warlord has the following ability: ‘Heroic Bearing (Aura): While a friendly BLOOD ANGELS CORE unit is within 9" of this WARLORD, add 1 to the Leadership characteristic of models in that unit.’

5

GIFT OF FORESIGHT

This heroic warrior bears a glimmering of Sanguinius’prophetic gifts. Flashes of foresight allow him to parry and weave around his enemy’s blows with supernatural speed and skill.

In each turn, you can re-roll one hit roll, one wound roll and one saving throw made for this WARLORD.

6

SELFLESS VALOUR

This warlord is courageous and noble. He leaps into battle without a moment’s thought for his own safety.

This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with this WARLORD, you can move them up to 6" instead of 3". All other rules for Heroic Interventions still apply.


Dark Angels Warlord Traits

If a DARK ANGELS CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a RAVENWING CHARACTER model or DEATHWING CHARACTER model is your WARLORD, you can instead determine a Warlord Trait using the Ravenwing and Deathwing Warlord Traits tables respectively.

D6WARLORD TRAIT
1

BRILLIANT STRATEGIST

Only the most able commanders can take the guidance of the Codex Astartes and adapt it further to secure victory.

In your Command phase, you can select one friendly DARK ANGELS unit within 6" of this WARLORD. Until the start of your next Command phase:

  • Each time a model in that unit makes an attack, if the Tactical Doctrine is active for your army, then the Devastator Doctrine is considered to be active for that attack instead.
  • Each time a model in that unit makes an attack, if the Assault Doctrine is active for your army, then the Tactical Doctrine considered to be active for that attack instead.

2

FURY OF THE LION (AURA)

This leader inspires his battle-brothers through his actions, throwing himself into the fray knowing his warriors will follow.

While a friendly DARK ANGELS unit is within 6" of this WARLORD, if this WARLORD has made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of models in that unit.

3

CALIBANITE KNIGHT

The warlord has studied what little remains of old Calibanite lore to perfect ancient sword-wielding techniques.

Each time this WARLORD makes a melee attack against an INFANTRY or BIKER unit, an unmodified wound roll of 2+ is always successful.

4

STUBBORN TENACITY

This warlord is an exemplar of the tenacity that characterises his Chapter, fighting on through even serious injuries.

When this WARLORD is destroyed, if it does not explode, you can use this Warlord Trait instead of using any other abilities that take effect as a result of this model being destroyed (e.g. Astartes Banner). If you do, this WARLORD is not removed from play until the start of the next turn or the end of the battle (whichever comes first). Until that happens, it is still considered to be in play, but any further wounds this WARLORD would lose are not lost.

5

DECISIVE TACTICIAN (AURA)

This warlord is known for his ability to swiftly move his forces into ideal attack positions and urge them on to crushing charges.

While a friendly DARK ANGELS CORE unit is within 6" of this WARLORD, add 1 to Advance and charge rolls made for that unit.

6

HONOUR OF THE FIRST LEGION

Valour and nobility define this warlord, who seeks to honour his brotherhood through deeds of great heroism.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, so long as it ends that move closer to the closest enemy model, it can move up to 6". All other rules for Heroic Interventions still apply.


Ravenwing Warlord Traits

D6WARLORD TRAIT
1-3

LIGHTNING-FAST REACTIONS

The warlord is so fast he can dodge strikes and incoming fire.

Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll.

4-6

MASTER OF MANOEUVRE

The warlord moves across the battlefield seamlessly to exploit opportunities to strike the foe, remaining composed.

This WARLORD is eligible to either shoot or charge in a turn in which it Fell Back.


Deathwing Warlord Traits

D6WARLORD TRAIT
1-3

WATCHED

Strange, hooded creatures watch this warlord from afar and, at times, lend aid.

Once per battle, in your opponent’s Psychic phase, this WARLORD can attempt to resist one additional psychic power, even if it is not a PSYKER and even if it is not within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice; it is automatically passed.

4-6

INEXORABLE

Through force of will alone this warlord shrugs off the most grievous wounds.

Each time an attack is allocated to this WARLORD, subtract 1 from that attacks Damage characteristic (to a minimum of 1).


Deathwatch Warlord Traits

If a DEATHWATCH CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

VIGILANCE INCARNATE

In standing sentinel over a vital swathe of the Imperium, this warlord always knows the appropriate tactics to defeat a foe.

In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Each time you do, select one Battlefield Role; until the start of your next Command phase, each time a model in that unit makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.

2

PARAGON OF THEIR CHAPTER

An exemplar of their former brotherhood, the commander is a hero who selflessly upholds their honour in every mission.

Select one Warlord Trait from the Chapter Warlord Traits for this WARLORD. Replace all instances of that Chapter’s keyword on that Warlord Trait with DEATHWATCH. If this WARLORD has the heraldry of one of those Chapters (or, other than Crimson Fists, Black Templars and Flesh Tearers, one of their successor Chapters), you must select that Chapter s Warlord Trait. Note that this cannot be a Chapter Warlord Trait found in a Codex supplement.

3

NOWHERE TO HIDE (AURA)

This warlord has slain Hrud in their warrens, Kroot guerillas in their jungles and Necrons in their tombs. No alien can hide from his wrath.

In your Command phase, you can select one enemy unit on the battlefield. Until the start of your next Command phase, while a friendly DEATHWATCH CORE unit is within 6" of this WARLORD, each time a model in that friendly unit makes an attack against that enemy unit, it does not receive the benefit of cover to its saving throw against that attack.

4

OPTIMISED PRIORITY (AURA)

Endowed with preternatural strategic prowess, this warlord swiftly balances complex threat protocols.

While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit that is performing an action is within 6" of this WARLORD, that unit can make ranged attacks without that action failing.

5

CASTELLAN OF THE BLACK VAULT

Within the arsenals of the Death watch are masterpiece artefacts fashioned by the Imperiums greatest smiths and artificers. Those who guard these vaults are not afraid to make use of them.

When mustering your army, you can give one of the following Relics to this WARLORD: Adamantine Mantle; Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique.

6

THE TIES THAT BIND (AURA)

A legendary war leader whose vast experience has been earned over countless missions, this warlord personally assembles forces that are each a carefully crafted association of expertise, personalities and insight that fight as one.

  • While a friendly DEATHWATCH CORE unit is within 6" of this WARLORD, you can re-roll Morale tests taken for that unit.
  • In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Until the start of your next Command phase, that unit gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker.


Flesh Tearers Warlord Traits

If a FLESH TEARERS CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have instead. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

MERCILESS BUTCHER

This warlord is but a single, blood-fuelled moment away from succumbing to the Black Rage. In battle they are lost to the pursuit of slaughter, hacking apart all before them with unrelenting savagery.

Each time this WARLORD is selected to fight, make 1 additional attack with one of its melee weapons for every five enemy models within 3" of it (to a maximum of 3 additional attacks).

2

OF WRATH AND RAGE

With snarls of hate and a bellow of rage, this warlord fires the blood of his brothers.

Each time this WARLORD makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

3

CRETACIAN BORN

To survive on the death world of Cretacia, a hunter must be swifter than the murderous beasts around him. A son of this brutal world, this warlord acts with ferocious swiftness, rushing into combat before his prey has time to react.

  • Each time this WARLORD declares a charge, enemy units that were targeted by that charge cannot fire Overwatch or Set to Defend against that charge.
  • You can re-roll charge rolls made for this WARLORD.


Imperial Fists Warlord Traits

The lords of the Imperial Fists epitomise all their Primarch stood for, both to his gene-sons and to the wider Imperium he protected. Stoic in defence, unrelenting in attack, expertly versed in every strategic doctrine of the Codex Astartes and utterly determined to see their foes brought low, these warriors are amongst Humanity’s greatest champions.

If an IMPERIAL FISTS CHARACTER model is your WARLORD, you can use the Imperial Fists Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a CRIMSON FISTS CHARACTER is your Warlord, you can use the Crimson Fists Warlord Traits table below to determine what Warlord Trait they have.

Imperial Fists Warlord Traits

D6WARLORD TRAIT
1

SIEGE MASTER

There are few who have a deeper understanding of the tenets of siege warfare than this son of Dorn.

When resolving an attack made by this WARLORD against a BUILDING or VEHICLE unit, add 1 to the wound roll.

2

INDOMITABLE

This Imperial Fist refuses to yield whilst foes remain before him.

When resolving an attack made against this WARLORD, an unmodified wound roll of 1-3 always fail, irrespective of any abilities that the weapon or the model making that attack may have.

3

FLEETMASTER

Orbital firepower is often called upon by this leader.

Once per battle, at the end of your Fight phase, if this WARLORD remained stationary and did not make any attacks this turn it can call down an orbital strike. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.

4

STUBBORN HEROISM

Unyielding are the Imperial Fists, refusing to relent and exacting the bloody price of victory from their foes even when retreat might prove more prudent.

This WARLORD cannot Fall Back. When resolving an attack against this WARLORD, halve any damage inflicted (rounding up).

5

ARCHITECT OF WAR (AURA)

Imperial Fist leaders have a gift for bolstering defensive positions.

While a friendly IMPERIAL FISTS CORE unit that is receiving the benefits of cover is within 6" of this WARLORD, each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.

6

HAND OF DORN

This champion of the Chapter is a true inheritor of the tactical acumen of his Primarch.

Before the battle, if your army is Battle-forged, roll one D3; you gain a number of Command Points equal to the result.


Crimson Fists Warlord Traits

D6WARLORD TRAIT
1-2

REFUSE TO DIE

Like the Chapter itself, this Crimson Fists champion defies death against all odds.

The first time this WARLORD it destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the Only in Death Does Duty End Stratagem) If you do, then on a 4+, set this WARLORD back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining.

3-4

TENACIOUS OPPONENT

This champion fights all the harder when he is outnumbered by his foes.

When you choose this WARLORD to fight with, if there are at least five enemy models within 6" of them, add D3 to this WARLORD’s Attacks characteristic until the end of the phase.

5-6

STOIC DEFENDER (AURA)

This leader and his warriors hold their ground no matter the odds.

While a friendly CRIMSON FISTS CORE or CRIMSON FISTS CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a unit already has this ability, each model in that unit counts as one additional model for the purposes of determining control of objective markers.


Iron Hands Warlord Traits

The lords of the Iron Hands are steeped in machine knowledge and take a relentless and methodical approach to warfare. Each command is absolute and every movement calculated to inflict the maximum possible damage on their unfortunate foes.

If an IRON HANDS CHARACTER model is your WARLORD, you can use the table here to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

ADEPT OF THE OMNISSIAH

This warlord is a master of both the art of war and the rites of the machine.

  • At the end of your Movement phase, unless this WARLORD is a TECHMARINE, it can repair one friendly IRON HANDS VEHICLE model within 1" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
  • If this WARLORD is a TECHMARINE, then each time it uses its Blessing of the Omnissiah ability, the model it is repairing regains up to D3+1 lost wounds instead of D3.

2

WILL OF IRON

Even under the most desperate circumstances, this warlord’s will remains as unyielding as adamantium.

This Warlord can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if this WARLORD is within 24" of the enemy model manifesting that psychic power. If this WARLORD is a LIBRARIAN, they instead can attempt to deny one additional psychic power in your opponent’s Psychic phase.

3

ALL FLESH IS WEAKNESS

This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left.

When this WARLORD would lose a wound, roll one D6; on a 5+ that wound is not lost.

4

STUDENT OF HISTORY

This warlord’s knowledge of historic victories and defeats allows him to perceive unerringly when to fight on and when to withdraw.

When this WARLORD consolidates, they can move up to 6" instead of 3", and do not have to end this move closer to the nearest enemy model.

5

MERCILESS LOGIC

To the Iron Hands, and this warlord in particular, mercy is for the weak.

When resolving an attack made by this WARLORD, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

6

TARGET PROTOCOLS

This warlord uses his advanced augmetics to distribute targeting data and direct the fire of his battle-brothers.

At the start of your Shooting phase, select one friendly IRON HANDS unit within 6" of this WARLORD. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the hit roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the wound roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the damage roll.


Raven Guard Warlord Traits

As masters of the covert kill, the lords of the Raven Guard guide their battle-brothers in the arts of ambush, stealth and manoeuvre. On their command, the Raven Guard strike where they are least expected, only to vanish again before the enemy can react.

If a RAVEN GUARD CHARACTER model is your WARLORD, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

SHADOWMASTER

As a follower of the Path of Shadow, this warlord strikes from the darkness without warning, granting his foes no chance to react.

Enemy units cannot fire Overwatch at this WARLORD.

2

MASTER OF AMBUSH

Those who walk the Path of Ambush guide their forces into the perfect positions from which to launch surprise assaults on the enemy.

At the start of the first battle round, before the first turn begins, if this WARLORD is on the battlefield you can select one other friendly RAVEN GUARD INFANTRY unit (excluding a CENTURION unit) on the battlefield. Remove that unit and this WARLORD (if it is also INFANTRY) from the battlefield, and set them up anywhere on the battlefield that is more than 9" from the enemy deployment zone and more than 9" from any enemy models (if both players have abilities that redeploy units before the first turn begins, roll off; the winner chooses who redeploys their units first).

3

SWIFT AND DEADLY (AURA)

The Astartes under this warlord’s command seize every opportunity to strike while the initiative is theirs.

While a friendly RAVEN GUARD CORE or RAVEN GUARD CHARACTER unit is within 6" of this WARLORD, that unit is eligible to declare a charge within a turn in which it Advanced.

4

MASTER OF VIGILANCE

Guided by the Path of Vigilance, each of this commander’s strikes seeks out the enemy’s weakest points.

When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

5

FEIGNED FLIGHT

This warrior uses misdirection as a weapon, turning even retreat into an opportunity for renewed attack.

When this WARLORD Falls Back, they can move across models and terrain as if the models and terrain were not there. In addition, this WARLORD can shoot and charge in a turn in which they Fell Back.

6

ECHO OF THE RAVENSPIRE

This warlord can vanish from sight with seemingly supernatural skill and suddenness.

Once per battle, at the end of your Movement phase, this WARLORD can vanish into the gloom if they are more than 6" from any enemy models. When it does, remove it from the battlefield; you then set this WARLORD up again at the end of your next Movement phase anywhere that is more than 9" from any enemy models. If the battle ends and this WARLORD is not on the battlefield, it is destroyed.


Salamanders Warlord Traits

The greatest champions of the Salamanders are not just those with great courage and compassion, but those whose souls burn with the fires of Nocturne itself – white hot and deadly.

If a SALAMANDERS CHARACTER model is your WARLORD, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

ANVIL OF STRENGTH

Vulkan was renowned as the strongest of the Primarchs, and his genetic heritage lends this son of Nocturne great physical might.

Add 2 to the Strength characteristic of this WARLORD.

2

MIRACULOUS CONSTITUTION

This Salamander’s body seems able to recover from injuries that should prove fatal to even a Space Marine.

When this WARLORD would lose a wound, roll one D6; on a 6, that wound is not lost. In addition, at the start of your Movement phase, this WARLORD regains 1 lost wound.

3

NEVER GIVE UP

This warrior is dogged in the extreme, refusing to yield even in hopeless situations. Such stoicism in the face of adversity inspires fellow Salamanders to do their duty.

At the end of your Command phase, you can select one friendly SALAMANDERS CORE or SALAMANDERS CHARACTER unit within 6" of this WARLORD. Until the end of your next Command phase, that unit has the Objective Secured ability.

4

FORGE MASTER

Like many Salamanders, this champion has personally crafted his own armour, and it provides far greater protection than normal battle-plate.

Add 2 to the Toughness characteristic of this WARLORD.

5

LORD OF FIRE (AURA)

There are no secrets of flame and fire unknown to this Salamander, and he uses them in battle like no other.

You can re-roll the dice to determine the number of attacks made with flame weapons by friendly SALAMANDERS models whilst their unit is within 6" of this WARLORD.

6

PATIENT AND DETERMINED

This commander places great value on patience, and his every action is measured and determined, his every blow placed with perfect precision.

Once per Shooting phase and/or once per Fight phase, when resolving an attack made by this WARLORD, do not make a hit roll: it automatically scores a hit.


Space Wolves Warlord Traits

If a SPACE WOLVES CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

BEASTSLAYER

This warlord has slain some of the worst creatures that the galaxy has to offer. Such a hero embodies Russ’ ferocity and courage.

  • While this WARLORD is within Engagement Range of any enemy MONSTER or VEHICLE units, add 1 to its Attacks characteristic.
  • Each time this WARLORD makes an attack against a MONSTER or VEHICLE unit, add 1 to that attacks hit roll and wound roll.

2

WOLFKIN

The warlord has a primal potency, unleashing his bestial predatory instinct and sending his savagery into overdrive until not a single enemy stands before him.

For the purposes of its Shock Assault ability, this WARLORD is always treated as having made a charge move, and makes D3 additional attacks instead of 1 as a result of that ability.

3

WARRIOR BORN

Endowed with preternatural prowess, the warlord strikes swift and savage at all who stand before him.

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

4

HUNTER

A master of the chase, ever is this hero on the move, tracking and running down his prey with the speed and inevitability of an alpha predator. Such a warrior exemplifies his Primarch’s hunting instincts.

  • Add 1 to Advance and charge rolls made for this WARLORD.
  • This WARLORD is eligible to charge in a turn in which it Advanced or Fell Back.

5

AURA OF MAJESTY

The warlord speaks with the wisdom of the ages and the deep growl of long years of experience, inspiring his packs to acts of valour and greatness.

  • Add 3" to the range of this WARLORD’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • Add 3" to the range of any litanies recited by this WARLORD (to a maximum of 9").

6

RESOLVE OF THE BEAR

When this hero plants his feet firmly, he stands as enduring as the mountains of Asaheim.

  • Each time this WARLORD would lose a wound, roll one D6; on a 6, that wound is not lost.
  • Each time an attack is made against this WARLORD, your opponent cannot re-roll the wound roll and cannot re-roll the damage roll.


Ultramarines Warlord Traits

Those who lead the Ultramarines into war must be paragons of everything it means to be a Space Marine. They uphold the Codex Astartes with greater vigour than any other heroes of the Imperium and display masterful leadership in all things.

If an ULTRAMARINES CHARACTER model is your WARLORD, you can use the table here to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

ADEPT OF THE CODEX

Ultramarines warlords epitomise the teachings of the Codex Astartes.

Whilst this WARLORD is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.

2

MASTER OF STRATEGY

This warlord executes deadly and decisive strategies on the battlefield.

Once per battle round, if this Warlord is on the battlefield, you can select one friendly ULTRAMARINES unit within 6" of this WARLORD. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active.

3

CALM UNDER FIRE (AURA)

This warlord directs his troops flawlessly, even deep in the maelstrom of battle.

While a friendly ULTRAMARINES unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack in a turn in which it Fell Back, do not subtract 1 from that attack’s hit roll due to the Codex Discipline Chapter Tactic.

4

PARAGON OF WAR

This warrior knows just where to strike to inflict a killing blow.

When resolving an attack made by this WARLORD, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

5

NOBILITY MADE MANIFEST (AURA)

The patrician aspect and selfless heroism of this warlord combine to influence greatly the warriors who fight beneath his banner. They fight all the harder to follow his shining example in battle.

Friendly ULTRAMARINES INFANTRY units and ULTRAMARINES BIKER units can perform a Heroic Intervention as if they were CHARACTERS whilst they are within 6" of this WARLORD.

6

WARDEN OF MACRAGGE

The warlord has sworn mighty oaths to drive back the hordes that threaten Macragge.

This WARLORD can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".


White Scars Warlord Traits

Those who rise to command within the White Scars are warriors who are able to temper their wild charges with wisdom, knowing where to strike for maximum effect, or attacking and then retreating before the enemy can react in force.

If a WHITE SCARS CHARACTER model is your WARLORD, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

DEADLY HUNTER

This son of the Warhawk strikes swiftly and suddenly, a predator whose first kill is claimed before the foe are even aware of their peril.

After this WARLORD finishes a charge move, you can select one enemy unit within 1" of it and roll one D6; on a 2+ that unit suffers 1 mortal wound.

2

CHOGORIAN STORM

This commander hits the enemy’s lines with all the ferocity of a raging tempest surging in from the desolate steppes.

If this WARLORD makes a charge move or performs a Heroic Intervention, add D3 to their Attacks characteristic until the end of the turn.

3

TROPHY TAKER

For this proud warrior the hunt never ceases, and he is ever seeking another head to take in the name of the Khan.

When this WARLORD destroys an enemy CHARACTER model, add 1 to their Attacks characteristic until the end of the battle.

4

MASTER RIDER

Even before he became a Space Marine this warlord was a master of mounted combat, as swift and elusive as the wind when fighting from the saddle.

BIKER only. If you are randomly generating your WARLORD’s Warlord Trait and your Warlord is not a BIKER, re-roll this result until a different Warlord Trait is generated. When a charge roll is made for this WARLORD, you can re-roll the dice. When resolving an attack against this Warlord, subtract 1 from the hit roll if this WARLORD Advanced in your previous Movement phase.

5

HUNTER’S INSTINCTS

This huntsman takes great delight in facing the deadliest prey imaginable, whether they be mechanical, biological or supernatural.

When resolving an attack made by this Warlord against an enemy MONSTER or VEHICLE unit, add 1 to the hit roll and wound roll.

6

MASTER OF SNARES

This warlord is a skilled trapper, able to entangle his prey in an inescapable thicket of flashing blades.

When an enemy unit (other than a unit that contains a model with a minimum Move characteristic) within Engagement Range of this WARLORD is chosen to Fall Back, you can roll one D6: on a 4+, that unit cannot Fall Back this turn.


Sagas

Every CHARACTER model (excluding VEHICLE models) that has a Space Wolves Warlord Trait can attempt to complete a Deed during the battle - those that do so will gain a Saga ability. Each Deed, and so each Saga ability, is associated with a specific Warlord Trait. If a CHARACTER accomplishes their Warlord Traits Deed, then at the end of that phase they gain the associated Saga ability for the rest of the battle.

In addition, the Deed Worthy of a Saga Stratagem can be used when a SPACE WOLVES CHARACTER model (or a CHARACTER model from one of its successor Chapters) accomplishes one of the Deeds below in order to gain the associated Saga ability for the rest of the battle, even if the model in question does not have a Space Wolves Warlord Trait.

The Deeds and Sagas associated with each Warlord Trait are as follows:

Beastslayer

Witnessing a champion of Asaheim strike down the largest and most powerful of the enemy inspires warriors to feats of extraordinary strength.

Deed of the Beastslayer: An enemy MONSTER or VEHICLE unit is destroyed as the result of an attack made by this model.

Saga of the Beastslayer (Aura): SPACE WOLVES CORE units within 6" add 1 to wound rolls for melee attacks against VEHICLES and MONSTERS.

Wolfkin

The howl of victory the warlord unleashes as his enemies fall before him is taken up by his kin as they savagely tear into their foes and the battlefield echoes to slaughter.

Deed of the Wolfkin: An enemy model is destroyed as the result of a melee attack made by this model.

Saga of the Wolfkin (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, that unit is always treated as having made a charge move for the purposes of its Shock Assault ability.

Warrior Born

The slaying of an enemy champion draws a great roar from the hero’s warriors, who plough into the foe with challenges on their lips and swift strikes like snapping jaws.

Deed of the Warrior Born: An enemy CHARACTER model is destroyed as the result of a melee attack made by this model.

Saga of the Warrior Born (Aura): At the start of the Fight phase, each friendly SPACE WOLVES CORE unit that is within 6" of this model and within Engagement Range of any enemy units fights first that phase.

Hunter

There is nowhere the sons of Russ would rather be than fighting alongside the greatest warriors of the age, and they push their transhuman bodies to their limits in the hope there are enemies left to slay.

Deed of the Hunter: Successfully charge an enemy unit with this model.

Saga of the Hunter (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, that unit is eligible to declare a charge in a turn in which they Advanced. While a friendly SPACE WOLVES CORE unit with the Swift Hunters ability is within 6" of this model, that unit is eligible to declare a charge in a turn in which they Fell Back.

Aura of Majesty

Leading from the front, the warlord’s wider strategic acumen and inspirational authority emboldens those under his command.

Deed of Majesty: At the start of your Command phase, this model is within range of an objective marker that is more than 6" away from your deployment zone.

Saga of Majesty (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a Morale test is taken for that unit, it is automatically passed.

Resolve of the Bear

Galvanised by the sight of their champion relentlessly taking the fight to the foe despite horrendous wounds, his warriors stubbornly seek to emulate his tenacity.

Deed of the Bear: This model loses any wounds.

Saga of the Bear (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost.

Chapter Approved Rules

If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED models) has the ADEPTUS ASTARTES keyword, and your WARLORD has the ADEPTUS ASTARTES keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack), select one of them to be from the ADEPTUS ASTARTES secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

CODEX WARFARE
End Game Objective

The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its teachings in awe, following its guidance in all ways, trusting in its ability to give them victory. Their belief has been rewarded on battlefield after battlefield.

If you select this objective, you score victory points as follows:
  • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Heavy or Grenade weapon by an ADEPTUS ASTARTES unit from your army while the Devastator Doctrine was active for your army.
  • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Rapid Fire or Assault weapon by an ADEPTUS ASTARTES unit from your army while the Tactical Doctrine was active for your army.
  • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Pistol or Melee weapon by an ADEPTUS ASTARTES unit from your army while the Assault Doctrine was active for your army.

Battlefield Supremacy

SHOCK TACTICS
Progressive Objective

The Space Marines are the Emperor's finest shock troops, striking at the foe before they can react or even know they are under threat. In their lightning assaults, Space Marines smash aside the enemy, slaughtering them without mercy, to achieve their goals.

Score 3 victory points at the end of the battle round if you control one or more objective markers that were controlled by your opponent at the start of the battle round, and an ADEPTUS ASTARTES unit from your army is within range of that objective marker.

No Mercy, No Respite

OATHS OF MOMENT
Progressive Objective

Before battle, Space Marines take all manner of oaths. They swear to never falter, to never give up, to never yield and to fight until their last breath. Made before their battle-brothers, commanders and Chaplains, the Space Marines take fewer things more seriously.

If you select this objective, you score victory points at the end of each battle round for achieving the following three Oaths:
  • Oath of Valour: Score 1 victory point if any CHARACTER, VEHICLE or MONSTER unit was destroyed by an ADEPTUS ASTARTES unit from your army during that battle round.
  • Oath of Honour: Score 1 victory point at the end of the battle round so long as no ADEPTUS ASTARTES units from your army failed a Morale test, and provided no ADEPTUS ASTARTES units from your army Fell Back during that battle round.
  • Oath of Duty: Score 2 victory points at the end of the battle round if an ADEPTUS ASTARTES unit from your army is wholly within 6" of the centre of the battlefield.

Black Templars Chapter Approved Rules

If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED units) has the BLACK TEMPLARS keyword, and your WARLORD has the BLACK TEMPLARS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the BLACK TEMPLARS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

BATHE YOUR BLADE IN THE BLOOD OF YOUR FOE
End Game Objective

The cankerous presence of the unclean must be scoured. Honour demands that their heretical influence be struck down in single combat.

At the start of the first Command phase, you must select one BLACK TEMPLARS CHARACTER model from your army to issue the challenge and your opponent must select one CHARACTER model from their army to accept the challenge. If either player does not have a CHARACTER model, they must instead select their WARLORD.

Score 5 victory points at the end of the battle for each of the following conditions that have been achieved:
  • The model that accepted the challenge was destroyed.
  • The model that accepted the challenge was destroyed as the result of a melee attack.
  • The model that accepted the challenge was destroyed as the result of a melee attack made by the model that issued the challenge.

Battlefield Supremacy

ALLOW NOT THE WORSHIP OF UNCLEAN IDOLS
Progressive Objective

The enemy holds great veneration for various artefacts on this battlefield. Let us not permit them to engage in such idolatry.

Score 4 victory points at the end of the battle round if you control one or more objective markers that were controlled by your opponent at the start of the battle round, and a BLACK TEMPLARS CHAPLAIN unit from your army is within range of that objective marker.

No Mercy, No Respite

CARRY OUT YOUR VOWS
Progressive and End Game Objective

We have sworn inviolable oaths before the immortal Emperor. Ensure they are carried out in his name.

You can select this secondary objective if you have selected any Templar Vows. This objective consists of a Progressive component and an End Game component. You can only score victory points for the End Game component for the Templar Vow that was selected at the end of the Read Mission Briefing step and not any other vows that are selected during the battle.

Progressive component
Score 4 victory points at the end of the battle round if the number of enemy units destroyed by melee attacks made by BLACK TEMPLARS units from your army is greater than the number of friendly BLACK TEMPLARS units that were destroyed during this battle round. You can score a maximum of 12 victory points during the battle from this component.

End Game component
Score 3 victory points at the end of the battle if any of the following apply:
  • The Suffer Not the Unclean to Live vow was selected before this battle and an enemy WARLORD model was destroyed by a melee attack made by a BLACK TEMPLARS CHARACTER unit from your army during the battle.
  • The Uphold the Honour of the Emperor vow was selected before this battle and a BLACK TEMPLARS INFANTRY unit (excluding CHARACTER units) from your army that is not below Half-strength was in the enemy deployment zone at the end of the battle.
  • The Abhor the Witch, Destroy the Witch vow was selected before this battle and any enemy PSYKER CHARACTER units were destroyed during the battle.
  • The Accept Any Challenge, No Matter the Odds vow was selected before this battle and an enemy unit with a Starting Strength of 20 or more models or an enemy model with a Wounds characteristic of 20 or more was destroyed during the battle.

Blood Angels Chapter Approved Rules

If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED units) has the BLOOD ANGELS keyword, and your WARLORD has the BLOOD ANGELS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the BLOOD ANGELS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

BLADE OF SANGUINIUS
End Game Objective

Sanguinius would often soar above the battlefield on his angelic wings before plunging down to eliminate enemy commanders in single combat. In the millennia since his death, many Blood Angels heroes have taken on this role, decapitating the enemy command structure at the onset of battle.

At the start of your first Command phase, you must select one BLOOD ANGELS CHARACTER model from your army to issue a challenge and your opponent must select one CHARACTER model from their army to accept that challenge. If either player does not have a CHARACTER model, they must instead select their WARLORD.

Score 5 victory points at the end of the battle for each of the following conditions that have been satisfied:
  • The model that accepted the challenge was destroyed.
  • The model that accepted the challenge was destroyed by a melee attack.
  • The model that accepted the challenge was destroyed by a melee attack made by the model that issued the challenge.

No Mercy, No Respite

FURY OF THE LOST
Progressive Objective

The warriors of the Death Company are forsaken, their lives given up in explosions of violence, slaying as many of the foe as possible before their inevitable demise at the heart of the enemy force.

Score 3 victory points at the end of your turn if one or more enemy units have been destroyed by a DEATH COMPANY unit from your army this turn.
DEATH FROM ABOVE
Progressive Objective

The Blood Angels descend from on high like the angels of myth, landing in the midst of the foe and laying waste to enemy armies with bolter and blade. These deadly interventions ensure not even the oppositions commanders can find safe haven from their wrath.

Score 2 victory points at the end of your turn if any enemy units were destroyed by a BLOOD ANGELS unit from your army that was set up on the battlefield in the Reinforcements step of any of your Movement phases. If any of those enemy units were a CHARACTER unit, score 3 victory points instead.

Battlefield Supremacy

RELENTLESS ASSAULT
Progressive Objective

The Blood Angels are loathe to resort to the defensive strategies favoured by other Chapters, preferring to take the fight to the foe by way of decisive strikes into the heart of the oppositions lines. To the Blood Angels, enemy territory must be taken and held firmly by their forces, the opponent left with nowhere to hide.

Score 4 victory points at the end of your turn if there are more BLOOD ANGELS units from your army in the enemy deployment zone than there are enemy units in your deployment zone.

Dark Angels Chapter Approved Rules

If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED units) has the DARK ANGELS keyword, and your WARLORD has the DARK ANGELS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the DARK ANGELS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

MARTIAL INTERDICTION
End Game Objective

The Dark Angels have waged entire wars to secure individuals who might have some knowledge as to the whereabouts of some of the Fallen, or who may have somehow acquired a fragment of knowledge of the Dark Angels’ secrets. They prosecute these actions with incredible fervour, the consequences should they fail often too terrible to contemplate, the rewards of victory great indeed.

If you select this objective, then after both sides have deployed, but before the fist turn begins, your opponent must select one CHARACTER model from their army. If their army does not contain any CHARACTER models, then they must select their WARLORD instead. Score victory points at the end of the battle as follows:
  • Score 6 victory points if the selected enemy model was destroyed by a melee attack made by a DARK ANGELS model from your army.
  • Score 3 additional victory points if the selected enemy model was destroyed by a melee attack made by an INNER CIRCLE or DEATHWING model from your army.
  • Score 6 additional victory points if the DARK ANGELS model’s unit that destroyed the selected enemy model has not itself been destroyed.

No Mercy, No Respite

DEATH ON THE WIND
Progressive Objective

The Ravenwing never give warning of their assaults, striking at breakneck speed to inflict as much damage as possible before the enemy can react. Every warrior of the Ravenwing has spent countless hours drilling in the precise art of firing weapons or wielding swords and hammers on the move.

Score 2 victory points each time an enemy unit is destroyed by an attack made by a RAVENWING model from your army that moved 12" or more during the Movement phase of that turn, or made a charge move that turn.

Battlefield Supremacy

STUBBORN DEFIANCE
Progressive Objective

Few Space Marines are as renowned for their stubborn refusal to give ground as the Dark Angels. Such has been their way since time immemorial, a tradition handed down from the knights of old Caliban, who faced down the monstrous beasts that once dominated their world. Such a history was imbued in the Dark Angels by their Primarch, and the determination of their leadership to earn absolution in the millennia that have followed has only added to the Chapter’s reputation for indomitability.

In your first Command phase, select one objective marker. At the end of each of your Command phases after the first, if you control that objective marker with a DARK ANGELS unit from your army that has the Objective Secured ability, score a number of victory points based on the consecutive number of your Command phases that you have controlled that objective marker with that unit as follows:

CONSECUTIVE NUMBER OF YOUR COMMAND PHASESVICTORY POINTS
22
33
45
55

For example, in your third Command phase, if you have controlled that objective marker with a DARK ANGELS unit for three of your Command phases consecutively, you will score 3 victory points that turn.

Deathwatch Chapter Approved Rules

If every model in your army (excluding AGENTS OF THE IMPERIUM and UNALIGNED units) has the DEATHWATCH keyword, and your WARLORD has the DEATHWATCH keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the DEATHWATCH secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Battlefield Supremacy

THE LONG VIGIL
Progressive Objective

The Deathwatch stand sentinel over some of the most heavily infested and dangerous stretches of the Imperium. They have guarded these sites for millennia against horrors uncounted. Their vow to stand firm is at the heart of their vigil and they will see their enemies dead before they give it up.

Score 5 victory points at the start of your Command phase if there are no enemy units (excluding AIRCRAFT) within 6" of your deployment zone and there is at least one DEATHWATCH unit (excluding AIRCRAFT) from your army wholly within your deployment zone. You cannot score this secondary objective during the first battle round.

Purge the Enemy

CULL ORDER
End Game Objective

Sometimes the subtlety and finesse of a blade slid between alien ribs must be supplemented by discriminative but far wider extermination protocols. Target priorities switch in an instant as specific segments of the enemy hierarchy are methodically eliminated.

If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, both players alternate selecting Battlefield Roles (HQ, Troops, etc.) from the units in your opponent’s army until three different Battlefield Roles have been selected. If your opponent’s army does not include at least three units with different Battlefield Roles, select as many Battlefield Roles as possible.

At the end of the battle, for each Battlefield Role that was selected, score 5 victory points if every enemy unit in your opponents army with that Battlefield Role has been destroyed.

Shadow Operations

CRIPPLE STRONGHOLD
Progressive Objective

The Deathwatch do not just slay they painstakingly disassemble every asset of their enemies. Infrastructure is sabotaged, brood dens are torched and the creatures’ every means of propagation, proselytism and survival is sundered, decontaminated and wiped from existence.

If you selected this secondary objective, then after both sides have finished deploying, your opponent must select one objective marker on the battlefield to be the location of their Stronghold objective marker (if any objective markers are wholly within your opponents deployment zone, one of these must be selected to be the Stronghold objective marker).

If you selected this secondary objective, then DEATHWATCH INFANTRY units from your army can attempt the following action:

Cripple Stronghold (Action): One DEATHWATCH INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of the Stronghold objective marker and no enemy units (excluding AIRCRAFT) are within range of that objective marker. This action is completed at the start of your next Command phase so long as the unit performing the action is still within range of the same objective marker.

Score 6 victory points each time a unit from your army successfully completes this action.

No Mercy, No Respite

SUFFER NOT THE ALIEN
End Game Objective

Every tool at their disposal, every scrap ofhard-won knowledge, is sharpened upon the whetstone of the Deathwatch’s hatred of the alien. They will not rest until the galaxy is free from the xenos’ stench.

Score 1 victory point at the end of the battle for each enemy TYRANIDS, AELDARI, ORK, NECRONS and T’AU EMPIRE unit destroyed by a DEATHWATCH unit from your army during the battle.

Space Wolves Chapter Approved Rules

If every model in your army (excluding AGENTS OF THE IMPERIUM and UNALIGNED units) has the SPACE WOLVES keyword, and your WARLORD has the SPACE WOLVES keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Space Wolves secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

GLORY KILLS
Progressive Objective

The sagas of the Space Wolves are replete with legendary deeds of heroic battle-brothers slaying dark conquerors and gutting vile monstrosities, and every living warrior seeks to do likewise.

If you select this objective, you score victory points as follows:
  • Score 2 victory points if any CHARACTER units were destroyed by a SPACE WOLVES unit from your army during this battle round. If no CHARACTER units were destroyed, but a CHARACTER unit suffered 3 or more wounds as the result of attacks made by SPACE WOLVES units from your army, score 1 victory point instead.
  • Score 3 victory points if any MONSTER units were destroyed by a SPACE WOLVES unit from your army during this battle round. If no Monster units were destroyed, but a MONSTER unit suffered 3 or more wounds as a result of attacks made by SPACE WOLVES units from your army, score 1 victory point instead.
A CHARACTER MONSTER unit cannot count towards both parts of this objective. You must select whether to treat that unit as a CHARACTER or a MONSTER for the purposes of this objective.
HEROIC CHALLENGE
End Game Objective

The greatest champions among the sons of Russ must take the fight to the enemy, leading by example to inspire their warriors by upholding the honour of their Chapter.

At the start of the first Command phase, you must select one SPACE WOLVES CHARACTER model from your army to issue the challenge and your opponent must select one CHARACTER model from their army to accept the challenge. If either player does not have a CHARACTER model, they must instead select their WARLORD. Score 5 victory points at the end of the battle for each of the following conditions that have been achieved:
  • The model that accepted the challenge was destroyed.
  • The model that accepted the challenge was destroyed as the result of a melee attack.
  • The model that accepted the challenge was destroyed as the result of a melee attack made by the model that issued the challenge.

No Mercy, No Respite

A MIGHTY SAGA
Progressive Objective

Every warrior of Fenris is a hero, but none are looked to as much as the lord leading the hunt. The commanders of the Space Wolves are both cunning strategists and savage combatants of exceptional skill, and prove it in every battle they fight.

If you select this objective, you score 2 victory points at the end of each battle round for each of the following achieved by your SPACE WOLVES WARLORD, for a maximum of 5 victory points:
  • An enemy MONSTER or VEHICLE unit loses any wounds as the result of a melee attack made by this WARLORD.
  • An enemy MONSTER or VEHICLE unit is destroyed as the result of a melee attack made by this WARLORD.
  • An enemy CHARACTER is destroyed as the result of a melee attack made by this WARLORD.
  • 5 or more models were destroyed as the result of attacks made by this WARLORD.
  • At the start of your Command phase, this WARLORD is within range of an objective marker that is wholly within your opponent’s deployment zone.
WARRIOR PRIDE
Progressive Objective

No one pack will long lead the hunt alone, for fierce pride ensures the Space Wolves compete for glory and the occasional wager.

Score 3 victory points at the end of your turn if two or more SPACE WOLVES units from your army are within Engagement Range of any enemy units or have completed a charge move this turn.

Crusade Rules

In this section you'll find additional rules for playing Crusade battles with Space Marines, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Adeptus Astartes units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any ADEPTUS ASTARTES units, you can select one Agenda from the Adeptus Astartes Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

ANGELS OF DEATH
Adeptus Astartes Agenda

For the Space Marines, only the total destruction of the Emperor's enemies is acceptable.

At the end of the battle, if there are no models from the enemy army remaining on the battlefield, each ADEPTUS ASTARTES unit from your army that is on the battlefield gains 3 experience points.
KNOW NO FEAR
Adeptus Astartes Agenda

The Space Marines know no fear. Superhuman courage in the face of terrifying horrors and overwhelming odds are expected from each and every battle-brother. Fleeing from the conflict is as anathema to them as allowing the enemies of the Emperor to draw breath.

Keep a Know No Fear tally for each ADEPTUS ASTARTES unit in your army. Each time a unit passes a Morale test, add 1 to its Know No Fear tally. If a unit fails a Morale test, reset its tally back to 0. At the end of the battle, each unit gains 2 experience points for every mark on its Know No Fear tally.
QUEST OF ATONEMENT
Adeptus Astartes Agenda

The warriors of the Chapter who bear the Mark of Censure have submitted themselves to the reclusiam for their failures, and been set upon a quest for absolution in their Chapter's eyes. Only by striking down the mightiest foes of the Emperor will their shame be absolved.

When you select this Agenda, select one ADEPTUS ASTARTES unit in your army that has one of the following Battle Scars: Loss of Reputation, Disgraced or Mark of Shame. At the end of the battle, if a melee attack made by that unit during the battle destroyed an enemy CHARACTER with a Power Rating of 5 or more, or a WARLORD, MONSTER or VEHICLE unit, then the selected unit loses one of the aforementioned Battle Scars and gains 5 experience points.
HONOUR THE STANDARD
Adeptus Astartes Agenda

The standards of the Space Marines are inspirational icons and symbols of the Emperor's dominance. To plant one is to claim that ground in the name of the Imperium.

Keep an Honour the Standard tally for each ADEPTUS ASTARTES unit in your army. At the end of each of your turns, if a CORE unit is wholly within 6" of a model from the same Chapter whose standard has been planted (see below), add 1 to that unit's Honour the Standard tally.

If you selected this Agenda, then ADEPTUS ASTARTES ANCIENT units in your army can attempt the following action:

Plant the Standard (Action): At the end of your Movement phase, one ADEPTUS ASTARTES ANCIENT unit from your army that is within 6" of the centre of the battlefield can start to perform this action. The action is completed at the end of your turn. Once completed the Ancient's Standard has been planted, and remains so until that model makes a Normal Move, Advances, Falls Back or makes a charge move.

Each unit gains a number of experience points equal to their Honour the Standard tally.
RECOVER GENE-SEED
Adeptus Astartes Agenda

In the confusion of battle, the fallen body of a mighty hero was left on the field, his progenoids not recovered. It is of vital import this precious resource is found.

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents the fallen Space Marine hero, but does not count as an objective marker for any rules purposes other than for this Agenda. ADEPTUS ASTARTES APOTHECARY units in your army can attempt the following action:

Recover Progenoids (Action): At the end of your Movement phase, one ADEPTUS ASTARTES APOTHECARY unit from your army that is within 3" of the fallen Space Marine hero objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The Action is completed at the end of your turn. If completed, remove the fallen Space Marine hero objective marker from the battlefield. If an APOTHECARY unit successfully performs this action, it gains 5 experience points and your Crusade force gains 1 bonus Requisition point.

Requisitions

If your Crusade force includes any ADEPTUS ASTARTES units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

EVEN IN DEATH I STILL SERVE1RP

A mortally wounded Space Marine may be interred in the sarcophagus of a Dreadnought, allowing him to bring death to his foes in a new form.

Purchase this Requisition when an ADEPTUS ASTARTES CHARACTER unit (excluding VEHICLE units) from your Crusade force gains their second or subsequent Battle Scar. Remove that CHARACTER from your Order of Battle and replace it with a DREADNOUGHT (excluding named characters) from the same Chapter. You can only add a PSYKER DREADNOUGHT if the CHARACTER it is replacing was a PSYKER. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit. The new DREADNOUGHT starts with the same number of experience points as the CHARACTER it replaced and gains the appropriate number of Battle Honours for its rank.
CHAPTER COMMAND1RP

Through heroism on the field of battle and unwavering commitment to duty, Space Marines can ascend the ranks.

Purchase this Requisition when a CAPTAIN, LIBRARIAN, CHAPLAIN, APOTHECARY, ANCIENT, COMPANY CHAMPION or TECHMARINE from your Crusade force gains the Heroic or Legendary rank. That model is upgraded to the Chapter Command; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit.
INDOMITUS CRUSADE VETERANS1RP

Many Primaris Space Marines served as part of the Indomitus Crusade before joining their Chapters, bringing vital experience of the fractured Imperium.

Purchase this Requisition when you add a PRIMARIS CORE unit (excluding CHARACTER units) to your Order of Battle that has the Elites Battlefield Role. That unit gains 6 experience points (and therefore gains the Blooded rank). Select one Battle Honour for them as normal.
RUBICON PRIMARIS1RP

To cross the Rubicon Primaris is not a decision taken lightly, for not all warriors survive the transformation. Those who do become even more potent avatars of war.

Purchase this Requisition at any time. Select one CAPTAIN, LIBRARIAN, CHAPLAIN, APOTHECARY, ANCIENT or TECHMARINE unit from your Crusade force that does not have the PRIMARIS keyword and roll one D6. On a 1, that unit is removed from your Order of Battle. On a 2+, replace that unit with a PRIMARIS unit with the same keyword drawn from the same Chapter. You cannot purchase this requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit. The new PRIMARIS unit has the same number of experience points and the same Battle Honours and Battle Scars as the unit it replaced. If a Battle Honour cannot be applied (e.g. a Weapon Enhancement for a weapon that PRIMARIS model cannot be equipped with), select a new Battle Honour to replace it.

Battle Traits

When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhamrner 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. If a unit gains one of these Battle Traits, replace all instances of the <CHAPTER> keyword on that Battle Trait (if any) with the name of the Chapter that your unit is drawn from. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit's Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhamrner 40,000 Core Book.

ADEPTUS ASTARTES MACHINE SPIRIT UNITS
D6TRAIT
1-2Bellicose Machine Spirit

This machine spirit seeks to grind its foes beneath it.

Improve this model's Weapon Skill characteristic by 3.
3-4Focused Machine Spirit

Even under duress, the attacks of this machine remain precise.

This model does not suffer the penalty incurred to its hit rolls for firing at enemy units that are within Engagement Range of it.
5-6Resilient Machine Spirit

This machine spirit's indomitable might is legendary.

Add 2 to this model's Wounds characteristic.
TECHMARINE UNITS
D6TRAIT
1-3Expert Mechanic

This Techmarine displays a natural ability to make even the most seriously damaged vehicle ready to wage war again.

If this model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a <CHAPTER> VEHICLE unit - that test is treated as having been passed instead.
4-6Bionic Extremis

This Techmarine is more akin to his mechanical charges than he is to a flesh and blood battle-brother.

This Techmarine has a 5+ invulnerable save.
APOTHECARY UNITS
D6TRAIT
1-3Master of Physiology

This skilled physician is able to return even the most seriously-wounded battle-brother to the field with all speed.

If this model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a <CHAPTER> unit (excluding VEHICLE and BEAST units) - that test is treated as having been passed instead.
4-6Custodian of the Future

This Apothecary fights with the fury of their Primarch when a battle-brother falls, lest their gene-seed be lost.

Each time this model fights, if any friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER models have been destroyed this turn, then until that fight is resolved, add 3 to this model's attacks characteristic.
ADEPTUS ASTARTES UNITS (EXCLUDING VEHICLES)
D6TRAIT
1Marksman's Honours

Awarded to those warriors who prove their accuracy in combat, these badges are constructed by coating spent bolter shell casings, ejected from the weapons of great heroes, in gold.

Improve the Ballistic Skill of each model in this unit by 1.
2Aquila lmperialis

Awarded to those who have shown great resolve, this eagle emblem is emblazoned on the warrior's chest plate.

Each time a Morale test is taken for this unit, it is automatically passed. In addition, each time an Out of Action test is failed for this unit, re-roll that test.
3Purity Seals

Purity seals record not so much honours as blessings given by the Chapter's Chaplains before battle. When a battle-brother receives a seal, the Chaplains chant litanies before affixing it to the Space Marine's armour.

Once per turn, this unit can attempt to Deny the Witch as if it were a PSYKER. If this unit is a PSYKER, then in each enemy Psychic phase, it can instead attempt to Deny the Witch one additional time.
4Bladesman's Honour

Awarded to the most superlative duellists of the Chapter, this honour badge is shaped like a dagger and proclaims the bearer's skill at arms.

Improve the Weapon Skill of each model in this unit by 1.
5Terminator Honours

Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting in their power armour.

Select one model in this unit (if the unit has a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks and Leadership characteristic of the selected model. In addition, unless the selected model is a CHARACTER, you also add 1 to the selected model's Wounds characteristic.
6Centurlos Service Studs

These rivets are stamped into a warrior's cranium to record ten, fifty or a hundred years' service. Though described in the Codex, the awarding of studs is not officially required.

At the start of your Command phase, select the Devastator, Tactical or Assault Doctrine. Until the start of your next Command phase, each time a model in this unit makes an attack, the doctrine you selected is considered to be active for that attack instead of whatever doctrine is actually active for your army.

Honorifics

Honorifics are a new type of Battle Honour that can be given to ADEPTUS ASTARTES CAPTAIN units. When such a unit from your army would gain a Battle Honour, you can instead choose for it to gain one of the Honorifics listed below. You cannot give an Honorific to a unit from the Deathwatch Chapter or the Space Wolves Chapter (or any of its successor Chapters).

Each CAPTAIN unit can only have a single Honorific, and your Order of Battle cannot include more than one such unit from the same Chapter with the same Honorific (e.g. you cannot have two BLOOD ANGELS CAPTAIN units with the Master of the Watch Honorific, or two SILVER SKULLS CAPTAIN units with the Master of Recruits Honorific). As with any Battle Honour, make a note on the unit's Crusade card when it gains an Honorific, and increase its Crusade points total by 1.

If a CAPTAIN unit from your army is upgraded to be a Chapter Master using the Chapter Command Requisition, that unit loses any Honorific it has (if so, its Crusade points are reduced by 1).

MASTER OF THE KEEP

In some Chapters the 1st Company Captain serves as Master of the Keep. These mighty warriors may serve as the Chapter Master's second in command, be responsible for the Chapter's fortress monastery and speak for the Chapter Master in his absence.

Once per battle, if this unit is on the battlefield, when you use an Adeptus Astartes Battle Tactic Stratagem, that Stratagem costs 0 Command points.

MASTER OF THE WATCH

The Captain of the 2nd Company is often responsible for the defence of the Chapter's home world. They are heavily involved with system-wide defence and intelligence assessment of threats to their Chapter's seat of power. Regardless of how much a Chapter involves itself in the affairs of its home world's population, the Master of the Watch takes a keen interest in them.

If this unit is part of your Crusade army and you are the Defender, then you start the battle with an additional 2 Command points.

MASTER OF THE ARSENAL

This Captain, often of the 3rd Company, is responsible for managing and overseeing the Chapter's vast inventory of munitions.

Once per battle, if this unit is on the battlefield, when you use an Adeptus Astartes Wargear Stratagem, that Stratagem costs 0 Command points.

MASTER OF THE FLEET

The Master of the Fleet is often the Captain of the 4th Company, and is responsible for the Chapter's armada of spacefaring warships. He is expected to be highly skilled not only in commanding a single ship in battle, but also in coordinating all of the Chapter's vessels in the highly complex matters of ship-to-ship combat.

  • If this unit is on the battlefield, you can use the Orbital Bombardment Stratagem twice during the battle instead of once.
  • While this unit is on the battlefield, each time you use the Orbital Bombardment Stratagem, it costs 1 Command point instead of 3.

MASTER OF THE MARCHES

This warrior oversees the deployment of all the Chapter's assets, in addition to their role as Captain of the 5th Company. In so doing they hear all pleas for the Chapter's aid, dismissing those he deems the most unworthy before presenting those that remain to the Chapter Master.

If this unit is part of your Crusade army and you are using the Strategic Reserves rule, you can halve the Command point cost required to place units into Strategic Reserves (rounding fractions down).

MASTER OF THE RITES

The Master of the Rites is often the Captain of the 6th Company. Among his many duties he is often responsible for preserving and recording the Chapter's martial traditions and ceremonial conventions.

If this unit is part of your Crusade force, then the Warlord Trait Requisition costs 0 Requisition points if the model being given the Warlord Trait is from the same Chapter as this unit.

CHIEF VICTUALLER

Traditionally held by the Captain of the 7th Company, a warrior with this title is responsible for the non-armament provisions the Chapter requires to continue its operations, as well as thousands of serfs and servitors. In this role, a battle-brother must prove himself a master logistician.

If this unit is part of your Crusade force, then the Rearm and Resupply Requisition costs 0 Requisition points if the unit selected for that Requisition is from the same Chapter as this unit.

LORD EXECUTIONER

The Captain of the 8th Company is a martial example to his Chapter's warriors. As Lord Executioner, he dispenses the Chapter's justice - whether that be to the Chapter's hated foes or those within its ranks who fail to meet enormously stringent disciplinary requirements.

If this unit is part of your Crusade army and you are the Attacker, then you start the battle with an additional 2 Command points.

MASTER OF RELICS

The Captain of the 9th Company is often responsible for the maintenance, security and care of the Chapter’s priceless relics, as well as the recovery of relics that lie as yet undiscovered throughout the galaxy.

If this unit is part of your Crusade force, then the Relic Requisition costs 0 Requisition points if the model gaining the Relic is from the same Chapter as this unit.

MASTER OF RECRUITS AND MASTER OF RECONNAISSANCE

The 10th Company Captain is responsible for training the Chapter's future generations. With ten Vanguard squads at his command, he also serves as the Chapter Master's eyes and ears, and possesses vast amounts of intelligence.

If this unit is part of your Crusade force, then the Fresh Recruits Requisition costs 0 Requisition points if the unit gaining the Fresh Recruits is from the same Chapter as this unit.


Crusade Relics

When an ADEPTUS ASTARTES CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply (see Battle Honours).

When a model from your army is given a Crusade Relic, replace all instances of the <CHAPTER> keyword on that Crusade Relic's rules (if any) with the name of the Chapter that your model is drawn from.

Artificer Relics

An ADEPTUS ASTARTES CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Halo lndomitus

This Iron Halo protects the bearer from harm, whilst proclaiming them to be a mighty hero of the Imperium.

  • The bearer has a 4+ invulnerable save.
  • Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

Adamantine Cuirass

This chest plate bears an Aquila crest wrought in adamantine, rendering it proof against even the mightiest blow.

Add 1 to the bearer's Wounds and Toughness characteristics.

Astartes Teleportation Transponder

Incorporating arcane technology found in suits of Terminator armour, this unassuming device allows the bearer to be teleported accurately into the thick of battle from their orbiting spacecraft.

The bearer has the Teleport Strike ability.


Antiquity Relics

An ADEPTUS ASTARTES CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit's total Crusade points for each Antiquity Relic it has - this is in addition to the + 1 from gaining a Battle Honour, for a total of +2.

Paragon Blade

This blade is a relic of the Great Crusade and is rumoured to have been crafted on Terra. It is now borne by only the greatest heroes of the Space Marine Chapters.

Model with a power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade only. This Relic replaces the model's power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Paragon blade
Paragon blade
Melee
Melee
+2
-4
3

Standard of Righteous Hatred

This bloodstained banner lists the atrocities and injustices committed by the Emperor's foes, a reminder of the duty of the Adeptus Astartes to purge the stars of the heretic and the alien.

ANCIENT model only. Each time a friendly model is destroyed and make an attack as a result of the bearer's Astartes Banner ability, that attack scores a hit on a hit roll of 2+, irrespective of any modifiers.


Legendary Relics

An ADEPTUS ASTARTES CHARACTER model of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit's total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Vortex Bolts

Crafted long ago in forges lost to the mist of time, these immensely rare rounds create a miniature vortex within the target upon their detonation. Such an event causes catastrophic damage to even the largest enemies, and psykers who miraculously survive are driven mad by the creatures of the warp that flow from the tear in reality.

Model with a bolt weapon only. When you select this Relic, select one bolt weapon the bearer is equipped with. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a vortex bolt. If you do, you can only make one attack with that weapon, but if it scores a hit, the target suffers D3+3 mortal wounds and the attack sequence ends. In addition, until the end of the battle, subtract 1 from Psychic tests taken for a PSYKER unit hit by a vortex bolt.

Relic of the Primarch

In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their genefather. Only in the direst circumstances are these brought to the battlefield to inspire battle-brothers to even greater deeds; if these relics were to be lost, it would be a tragedy on par with the blackest days in the Chapter's history.

Once per battle, in your Command phase, the bearer can unveil the Relic of the Primarch. If it does so, then until the start of your next Command phase:

  • Add 1 to the Attacks characteristic of models in <CHAPTER> units (excluding PRIMARCH models) that were within 6" of this model when it unveiled the relic.
  • Each time a model in a <CHAPTER> unit (excluding PRIMARCH models) that was within 6" of this model when it unveiled the relic makes a melee attack, add 1 to that attack's hit roll.
If the bearer is destroyed, then after removing it from play, replace it with an additional objective marker to represent the Relic of the Primarch (set it up as close as possible to the centre of the model's base before it is removed). You immediately gain the Recover the Relic Agenda (below), in addition to any other Agendas that are being used for this battle:

RECOVER THE RELIC
Adeptus Astartes Agenda

The loss of one of the Primarch's priceless relics is an unthinkable shame that cannot be allowed to pass.

If you control the Relic of the Primarch objective marker at the end of the battle, you can select one unit that is within 3" of that objective marker; that unit gains 3 experience points. If you do not control that objective marker at the end of the battle, then you lose 10 victory points (to a minimum of 0).


Banners of Renown

The banners carried by the hosts of the Adeptus Astartes are often storied relics, carried by the Chapter’s warriors into battles uncounted. These banners have seen more battlefields than the veteran warriors that carry them, and are potent symbols of the indomitability of the Space Marines and the righteousness of their cause.

In this section you will find a series of rules for your Adeptus Astartes Crusade army allowing your Ancients and the banners they carry to accrue great renown for their deeds on the battlefield. Whether the Chapter banner, carried by the Chapter’s warriors for millennia, or a crusade banner, created to inspire the Chapter’s warriors on their current engagement, these simple pieces of cloth provide inspiration to humanity’s greatest warriors in their darkest hours, as well as proudly displaying their achievements.

If your Order of Battle includes any ADEPTUS ASTARTES ANCIENT models, you can spend Requisition points on the Banner of Renown Requisition (see below).

BANNER OF RENOWN1RP

The Ancient carries a banner of unmatched glory or humbling prestige. Its intricate design has been restitched countless times after being borne onto the deadliest battlefields. The warriors who march to war in its shadow do so inspired by the renowned battles it commemorates.

Purchase this Requisition at any time. Select one ADEPTUS ASTARTES ANCIENT model from your Order of Battle. That model gains the BANNER OF RENOWN keyword.

Ancient Standards

While your Army Roster contains any BANNER OF RENOWN models, keep a Renown tally for each such model.

At the end of each battle round, add 1 to a model’s Renown tally if any of the following apply (to a maximum of 10 per battle):
  • That model is within range of an objective marker you control.
  • That model is within 6" of any enemy units.
  • That model destroyed any enemy CHARACTER units during that battle round.
  • That model is wholly within your opponent’s deployment zone.
  • That model performed the Plant the Standard action as part of the Honour the Standard Agenda.

At the end of the battle, add 1 to a model’s Renown tally for each of the following that apply:
  • That model lost any wounds during the battle, but was not destroyed.
  • You won the battle.

After each battle, each BANNER OF RENOWN model gains a number of Renown points equal to that model’s Renown tally. Renown points can be spent to purchase Banner of Renown upgrades. Each time you purchase any of the following upgrades (excluding Artisanal Ministrations), increase that unit’s Crusade points total by 1.

Banner of Renown Upgrades

ARTISANAL MINISTRATIONS10 POINTS

While some highly trained Chapter thralls can effect a reasonable repair to any damage this banner suffers, a few are considered to be true artisans with vexillor-needles and cleansing oils, the damaged sections nigh-indistinguishable from the original.

Remove one Banner Damage effect this model has.
GLORIOUS FINIAL25 POINTS

This elaborate emblem surmounts the banner and incorporates an energy field generator. Those who fight in the shadow of the glories depicted on this banner are held to be warded in the victory's radiance.

The bearer has the following ability:

Glorious Finial (Aura): While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this model, models in that unit have a 5+ invulnerable save.
ROLL OF HONOUR15 POINTS

Painstakingly etched upon strips of neo-parchment, ritually purified xenos hide or perhaps wafer-thin steel, the names of every honoured bearer of this banner hang from this standard, save only its current custodian. The tally of such worthy guardians is a potent reminder to the Ancient of their privileged duty.

Once per phase, after making a hit roll or a wound roll for an attack made by this model, you can change the result to a 6. This is not a modifier.
ENERGISED STAFF15 POINTS

This banner's artificer-wrought staff contains a potent energy generator. Wielded as a deadly pole arm in extremis - should the standard itself be in danger - even a glancing blow from the hyper-dense alloy of the stave can crack armour and bludgeon the foe into submission.

Each time this model fights, it can make 1 additional attack using the close combat weapon profile. If that attack scores a hit, the target suffers D3 mortal wounds and the attack sequence ends.
SYMBOL OF PURITY20 POINTS

Often represented as a gilded halo that radiates an auric light, these sculpted symbols reflect the purity of the deeds illuminated upon the banner and blind any who stand against the Emperor's chosen. Those with the temerity to aim at warriors marching below this banner find themselves averting their gaze.

While an enemy unit is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
AQUILA OF SPIRITUAL FURY15 POINTS

Within a graven aquila, a grim death's head or one of many symbols employed by the Chapter are fitted micro-vox transmitters. These broadcast bellicose sermons penned by the Chaplains, ensuring that the righteous rage of the banner's defenders is never quenched.

The bearer has the following ability:

Aquila of Spiritual Fury (Aura): While a friendly <CHAPTER> CORE unit is within 6" of the bearer, each time a model in that unit makes a melee attack, on an unmodified hit roll of 6:
  • Add 1 to that attack’s Strength characteristic.
  • Improve the Armour Penetration characteristic of that attack by 1. This bonus is cumulative with Combat Doctrines.
ADAMANTINE THREADS20 POINTS

While this banner may originally have been composed of more mundane textiles, each successive repair has incorporated woven threads of adamantine, tinted by arcane thermochromatic processes by the Chapter's Techmarines. After centuries of battle and hundreds of restorations, it is now creation of rippling resilience capable of enduring the worst the foe can unleash.

  • Improve this model’s Save characteristic by 1 (to a maximum of 2+).
  • Each time this model suffers any Banner Damage, roll one D6: on a 4+, that Banner Damage is ignored.
TASSELS OF DUTY20 POINTS

Golden cords or streamers hang from this banner or its stave, each woven in a complex tri-fold braid denoting the intertwined responsibilities expected of a warrior of the Adeptus Astartes: the destruction of their foe; the defence of their allies; and completion the mission granted by their commander, each filtered through the unique traditions of their Chapter.

The bearer has the following ability:

Tassels of Duty (Aura): While a friendly <CHAPTER> CORE unit that is performing an action is within 6" of the bearer, that unit can make ranged attacks without that action failing.
ICON OF CRUSADE30 POINTS

Woven into the standard's tapestry, this potent symbol depicts the Ancients current campaign. While those who stand beneath it fight, none are in doubt about the righteousness of their cause, and none will take a step back until their crusade is complete.

  • The bearer has the Objective Secured ability.
  • The bearer has the following ability:
Icon of Crusade (Aura): While a friendly <CHAPTER> CORE unit is within 6" of the bearer, that unit has the Objective Secured ability (if this unit already has the Objective Secured ability, then for the purposes of determining which player controls an objective marker, each model in this unit counts as two models).

Banner Damage

Each time a BANNER OF RENOWN unit from your army is destroyed, when taking an Out of Action test for that unit, take an additional Out of Action test for their banner. If that test is failed, that unit suffers Banner Damage and gains one of the Banner Damage effects below. Each time a unit gains a Banner Damage effect, roll one D3 and consult the table below to randomly determine which Banner Damage effect is gained, or choose the one which you think best suits the narrative for your unit.

A unit can have more than one Banner Damage effect, but it cannot have the same Banner Damage effect more than once (if a duplicate result is rolled, roll again until a different result is rolled). If a model gains three Banner Damage effects, remove that model from your Order of Battle.

Make a note of any Banner Damage effects a model has on its Crusade card and subtract 1 from that unit’s Crusade points for each Banner Damage effect it currently has (this can mean a unit has a negative number of Crusade points). If a model gains three Banner Damage effects, remove that model from your Order of Battle.

BANNER DAMAGE EFFECTS
1. SCORCHED FORM

This banner's material, heavy and resilient as it is, has been set ablaze, burning large areas of it into unrecognisable charred ruin.

The bearer has the following ability:

Scorched Form (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit.
2. DIMINISHED MAJESTY

Whether reduced in stature, faded of colour or torn despite the Ancients devoted efforts, this standard has lost much of its glory.

Reduce the range of this model’s aura abilities by 3".
3. RAGGED TAPESTRY

This banner has been damaged and hastily repaired too often, awaiting the dedicated attention of artisans away from battle. It resembles more a collage of colour than a proud battle standard.

Each time a friendly <CHAPTER> CORE model is destroyed within range of this model’s Astartes Banner ability, subtract 1 from the roll to determine whether that model can shoot or make a melee attack.

Warden Raiders

Haarken Worldciaimer’s rapid advance along the Nachmund Gauntlet saw many Space Marine strike forces, from numerous Chapters of the Wardens of the Gauntlet and others, scattered in the wake of the heretic hordes. Unable to reach the Sanctus Wall, they fought a guerrilla campaign to slow Haarken Worldclaimer down.

In this section you will find a collection of rules that allow the ADEPTUS ASTARTES units in your Crusade force to launch daring raids on Chaos forces from behind enemy lines. By participating in these raids, the Space Marine models in your army will become experts in lightning strikes and guerrilla warfare, and will gain access to a unique set of Battle Traits that they can work towards.

When mustering your army from your Order of Battle, you can choose for it to be a Warden Raiders Force. A Warden Raiders Force has the following rules:
  • It can only contain ADEPTUS ASTARTES units.
  • It cannot contain units with the Lord of War Battlefield Role.
  • It cannot contain VEHICLE models with a Move characteristic of less than 10".
  • Every INFANTRY unit must start the battle either embarked within a TRANSPORT model, or be set up using the Death From Above, Concealed Positions, or Teleport Strike rules.
  • It cannot include any Spearhead Detachments.

Raid Points

At the end of the battle, instead of gaining 1 experience point from the Battle Experience rule, units in a Warden Raiders Force gain 1 Raid point. If a unit does not have a Raid points tally, start one for it on its Crusade Card.

Raid points function in a similar manner to experience points. If a unit has accrued enough Raid points, it will gain a promotion and go up a Raider rank (from Raider to Hardened Guerrilla to Reaver). Each time a unit gains a Raider rank, it will gain one Raider Force Battle Trait; make a note of the unit’s new Raider rank and its Raider Force Battle Trait on its Crusade card.

RAID POINTSRAIDER RANKRAIDER FORCE BATTLE TRAITS
0Raider0
1-2Hardened Guerrilla1
3+Reaver2

Additional Raid points can be earned for units by selecting Raider Force Agendas.

Raider Force Agendas

If your Crusade army is a Warden Raider Force, you can select one Agenda from the Raider Force Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

GUERRILLA STRIKE
Raider Force Agenda

Space Marine Chapters recognised that their numbers were too few to defeat the forces of Chaos in the Nachmund Gauntlet. They resorted to guerrilla tactics, determined to cause as much damage as possible.

Keep a Guerrilla Strike tally for each unit from your army.
  • During the first battle round, each time an enemy unit is destroyed by a model from your army, add 1 to the Guerrilla Strike tally of that model’s unit.
  • From the second battle round onwards, each time an enemy unit is destroyed by a model from your army, if that model’s unit was set up on the battlefield for the first time during its previous Movement phase, add 1 to the Guerrilla Strike tally of that model’s unit.
Each unit from your army gains a number of Raid points equal to its Guerrilla Strike tally.
CRITICAL TARGETS
Raider Force Agenda

Warden Raiders made a point of striking rapidly to kill enemy commanders and elite troops before withdrawing.

If you selected this Agenda, then after both sides have finished deploying, your opponent selects three units from their army (if your opponent has less than three units in their army, they select as many as possible). Each time one of those units is destroyed by a model from your army, that model’s unit gains 2 Raid points.
SABOTAGE SUPPLY LINES
Raider Force Agenda

Cutting enemy supply lines was a vital task for the Space Marines caught behind Worldclaimer's armies. Without resources, the forces of Chaos could be slowed down.

Keep a Sabotage Supply Lines tally for each unit from your army. Add 1 to a units Sabotage Supply Lines tally each time it successfully completes the Sabotage Supply Lines action (see below). If you selected this Agenda, then INFANTRY and BIKER units in your army can attempt the following action:

Sabotage Supply Lines (Action): One or more INFANTRY or BIKER units from your army can start to perform this action at the start of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not been sabotaged by your army (see below). The action is completed at the end of your turn. If this action is successfully completed, the objective marker is said to have been sabotaged by your army.

Each unit gains a number of Raid points equal to its Sabotage Supply Lines tally.
MECHANISED ASSAULT
Raider Force Agenda

Warden Raiders were as adept at lightning assaults with battle-tanks and light vehicles as they were on foot.

Keep a Mechanised Assault tally for each Strategic Reserve VEHICLE unit from your army.

Add 1 to a unit’s Mechanised Assault tally each time:
  • A model in that VEHICLE unit destroys an enemy unit.
  • A model that started the battle embarked within that VEHICLE unit destroys an enemy unit.
At the end of the battle, each unit with a Mechanised Assault tally that is not destroyed gains the number of Raid points shown in the table below:

MECHANISED ASSAULT TALLYRAID POINTS EARNED
00
1-21
3+2

Raider Force Battle Traits

When an ADEPTUS ASTARTES unit gains a Raider Force Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the units Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

RAID BIKER UNITS BATTLE TRAITS
D3TRAIT
1Vicious Fighters

Capitalising on every advantage, these raiders have become experts at hitting the enemy hard and fast.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, you can re-roll one hit roll and you can re-roll one wound roll when resolving this unit’s attacks.
2Deepened Hatred

With every battle against the forces of Chaos, the raiders’ hatred only grows.

Each time a model in this unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll.
3Skilled Flankers

These raiders have mastered the art of the decisive flanking manoeuvre.

Each time you set up this unit from Strategic Reserves, you count the battle round number as one higher than the current battle round number for the purpose of determining where this unit can be set up, regardless of any mission rules.
RAID INFANTRY UNITS BATTLE TRAITS
D3TRAIT
1Swift Attackers

Momentum is everything in a raid, these warriors have learned to maximise it.

You can re-roll Advance rolls made for this unit.
2Rapid Disembarkation

These raiders can disembark from a transport vehicle incredibly quickly and efficiently.

The first time this unit disembarks from a TRANSPORT model during a battle, until the end of the turn, you can re-roll charge rolls made for this unit.
3Drilled Shooters

Even when disembarking from their vehicles, these raiders are able to lay down an accurate barrage of fire.

The first time this unit disembarks from a TRANSPORT model during a battle, until the end of the turn, each time a model in this unit makes a ranged attack, re-roll a hit roll of 1.
RAID VEHICLE UNITS BATTLE TRAITS
D3TRAIT
1Thundering Chargers

The drivers of these vehicles are especially eager to get into the fray and destroy the enemy.

At the start of the first battle round, models in this unit can make a Normal Move of up to 9". They cannot end this move within 9" of any enemy models or within 9" of your opponent’s deployment zone.
2Dead-eyes

Gunners of this vehicle can unleash a hail of accurate fire even if their mount is moving at high speeds.

Each time this unit is selected to shoot, models in this unit can treat Rapid Fire and Heavy weapons that they are equipped with as if they are Assault weapons instead.
3Flank Roller

This vehicle always arrives in the nick of time to roll up a foe’s flank and turn the tide of battle.

Each time you set up this unit from Strategic Reserves, you count the battle round number as one higher than the current battle round number for the purpose of determining where this unit can be set up, regardless of any mission rules.

Black Templars Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with Black Templars, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Black Templars units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any BLACK TEMPLARS units, you can select one Agenda from the Black Templars Agendas, listed below. This is a new Category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one Black Templars Agenda).

FULFIL YOUR VOWS
Black Templars Agenda

For the Black Templars, every vow sworn is sacred, and its prosecution is essential to their tenets of battle.

You can only select this Agenda if you have selected any Templar Vows during the Read Mission Briefing step.

The vow you have selected will determine which of the following Agendas to use: Suffer Not the Unclean to Live; Uphold the Honour of the Emperor; Abhor the Witch, Destroy the Witch; or Accept Any Challenge, No Matter The Odds. You can only gain experience points for the Agenda associated with the vow you selected before the battle. You cannot gain experience points for Agendas associated with other vows selected during the battle.

Abhor the Witch, Destroy the Witch
Keep an Abhor the Witch tally for each BLACK TEMPLARS unit from your army. Add 1 to a unit’s Abhor the Witch tally each time it destroys an enemy PSYKER unit (add 2 instead if the destroyed unit was a PSYKER CHARACTER).

Each unit gains 1 experience point (to a maximum of 3) for each mark on its Abhor the Witch tally.

Accept Any Challenge, No Matter the Odds
Keep an Accept Any Challenge tally for each BLACK TEMPLARS unit from your army. Add 1 to a units Accept Any Challenge tally each time it destroys an enemy unit that had a Starting Strength of 11 or more (add 2 instead if the destroyed unit had a Starting Strength of 21 or more).

Each unit gains 1 experience point (to a maximum of 3) for each mark on its Accept
Any Challenge tally.

Suffer Not the Unclean to Live
Keep a Suffer Not the Unclean tally for each BLACK TEMPLARS unit from your army. Add 1 to a units Suffer Not the Unclean tally each time it destroys an enemy CHARACTER or MONSTER unit (add 2 instead if the destroyed unit was a CHARACTER MONSTER unit).

Each unit gains 1 experience point (to a maximum of 3) for each mark on its Suffer Not the Unclean tally.

Uphold the Honour of the Emperor
At the end of the battle, each BLACK TEMPLARS unit from your army that is within the enemy deployment zone gains 1 experience point. If that unit has a Starting Strength of 2 or more, and is not below Half-strength, it gains 2 experience points instead.
FIRST-HAND EXPERIENCE
Black Templars Agenda

The Black Templars ensure that every Neophyte gains experience on the battlefield alongside an Initiate mentor. This ensures that every Neophyte learns their craft first-hand from the very masters of their craft, fighting directly alongside those they aspire to join.

Keep a First-hand Experience tally for each BLACK TEMPLARS unit from your army that contains any Scout, Scout Biker, Neophyte or Primaris Neophyte models.
  • At the end of the battle round, add 1 to a units First-hand Experience tally if it is within range of any objective markers that you control that are not within your deployment zone. Each unit can only gain this tally mark once per battle.
  • At the end of the battle round, add 1 to a unit’s First-hand Experience tally if it destroyed any enemy units during that battle round. Each unit can only gain this tally mark once per battle.
Each unit gains 2 experience points if it has 2 marks on it’s First hand Experience tally.
RECONSECRATION
Black Templars Agenda

The enemy has cast down temples to the Emperor and defiled his holy artefacts. Retrieve and reconsecrate these relics to demonstrate to all the righteousness of our crusade.

If you selected this Agenda, then at the end of the Deploy Forces step, your opponent must set up one objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents a Holy Relic, but does not count as an objective marker for any rules purposes other tnan for this Agenda. BLACK TEMPLARS CHARACTER units in your army, can attempt the following action:

Recover Relic (Action): At the end of your Movement phase, one BLACK TEMPLARS CHARACTER unit from your army that is within 3" of the Holy Relic objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The action is completed at the end of your turn. If completed, remove the Holy Relic objective marker from the battlefield.

A unit gains 3 experience points if it completed this action, and you can additionally use the Relic Requisition to give that CHARACTER a Relic as if it had gained a rank, without spending a Requisition point (that model must be able to take a Relic - if it cannot then make a note on your Order of Battle and the next time you use the Relic Requisition that Requisition costs 0RP).

Requisitions

If your Crusade force includes any BLACK TEMPLARS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

RELIC BEARERS1RP

Only the most faithful are granted the right to bear the sacred relics of the Emperor on the battlefield.

Purchase this Requisition when a BLACK TEMPLARS INFANTRY or BLACK TEMPLARS BIKER unit (excluding VEHICLE units) that has the Battle-hardened, Heroic or Legendary rank from your Crusade force gains a rank. If that unit does not already have the Relic Bearers keyword, you can upgrade this unit using the Relic Bearers rules. Select one of the upgrades that unit is eligible for and upgrade it. Your Order of Battle can only contain one unit with each Relic Bearer upgrade.
HOLY INTERVENTIONXRP

On occasion, unexplained events give the Black Templars a foothold in their current crusade. Whatever the cause, all are signs that the Emperors divine will has manifested to aid his most devout servants.

Purchase this Requisition while you have an Oath of Crusade active for your Crusade army. You can select one or more sections of your current Oath of Crusade and treat them as having been completed. This Requisition has a variable cost, depending which sections of your Oath of Crusade you select to complete. Add up the cost of each section you wish to complete to find the total cost of this Requisition for you, as described in the table below:

HOLY INTERVENTION
SECTIONCOST TO COMPLETE
Deed1RP
Foe2RP
Condition3RP
Situation4RP

Example: Maxime wishes to complete the Deed and Foe sections of his current Oath of Crusade. The total cost of this Requisition will therefore be 3RP.
VISIONS FROM THE EMPEROR1RP

When the Emperor nominates his chosen, all must answer the call, no matter their rank.

Purchase this Requisition before a battle if your Order of Battle does not include an EMPEROR’S CHAMPION unit. Select one BLACK TEMPLARS CHARACTER unit (excluding named characters and VEHICLE units) from your Crusade force. Remove that CHARACTER from your Order of Battle and replace it with an EMPEROR’S CHAMPION unit. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The new EMPEROR’S CHAMPION unit starts with the same number of experience points as the CHARACTER it replaced and gains the appropiiate number of Battle Honours for its rank, and you can use the Warlord Trait Requisition for 0RP if that CHARACTER had a Warlord Trait. Any Relics that CHARACTER was equipped with are lost.
THE MARSHAL’S CHOSEN1RP

A crusades Sword Brethren comprises warriors who hold a prestigious position within the Marshal’s personal household. They speak with the Marshal’s voice, and act as the Marshal’s mailed fist on the battlefield.

Purchase this Requisition at any time. Select one BLACK TEMPLARS CRUSADER SQUAD unit from your Crusade force that has the Battle-hardened, Heroic or Legendary rank. Remove that unit from your Order of Battle.

If that unit was a PRIMARIS unit, replace it with one SWORD BRETHREN unit and one INTERCESSOR SQUAD or ASSAULT INTERCESSOR SQUAD unit:
  • The new SWORD BRETHREN unit cannot contain more models than the number of Primaris Initiate models in the unit it replaced.
  • The new INTERCESSOR SQUAD or ASSAULT INTERCESSOR SQUAD unit cannot contain more models than the number of Primaris Neophyte models in the unit it replaced.
If that unit was not a PRIMARIS unit, replace it with one VANGUARD VETERAN SQUAD unit and one TACTICAL SQUAD or ASSAULT SQUAD unit:
  • The new VANGUARD VETERAN SQUAD unit cannot contain more models than the number of Initiate models in the unit it replaced.
  • The new TACTICAL SQUAD or ASSAULT SQUAD unit cannot contain more models than the number of Neophyte models in the unit it replaced.
You cannot purchase this requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit. Each new unit has the same number of experience points and the same Battle Honours and Battle Scars as the unit it replaced. If a model in the old unit had any Relic Bearer upgrades or Weapon Enhancements, you must select one model from one of the replacement units to gain the same upgrade or Weapon Enhancement.

It any Battle Honour cannot be applied (e.g. a Battle Trait which can only be given to CRUSADER SQUAD units, or a Weapon Enhancement for a weapon that a model in a new unit cannot be equipped with), select a new Battle Honour to replace it.

Battle Traits

When a BLACK TEMPLARS unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table below, or choose a Battle Trait from the table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

CRUSADER SQUAD UNITS
D6TRAIT
1-2Exceptional Mentors

The Initiates of this unit have long experience guiding Neophytes in battle, and are expert in directing and instruction.

While this unit contains any Initiate or Primaris Initiate models, each time a melee attack is made by a Neophyte or Primaris Neophyte model in this unit, re-roll a wound roll of 1.
3-4Faithful Squires

Each Neophyte in this unit is devoted to their mentor Initiate, carrying their burdens so that they might fight unencumbered.

While this unit contains any Neophyte or Primaris Neophyte models, each time a melee attack is made by an Initiate or Primaris Initiate model in this unit, re-roll a hit roll of 1.
5-6Unbreakable Faith

These warriors are exemplars of the Imperial Creed, reciting screeds of text as they strike down their foes, their belief allowing them to continue fighting despite terrible wounds.

  • At the start of each player’s Command phase, one model in this unit regains up to 1 lost wound.
  • While this unit is below Half-strength, add 1 to the Leadership characteristic of models in this unit.
PRIEST UNITS
D6TRAIT
1-3Voice of the Emperor

This priest’s voice carries perfectly over the battlefield, as though the words were spoken by the Emperor himself.

Each time this model recites a litany from the Litanies of the Devout that specifies a range (excluding Engagement Range), you can add 6" to the range of that litany.
4-6Exceptional Recital

This warrior priest’s focus and conviction never wavers, even in the face of the heaviest enemy fire.

Each time this model recites a litany, add 1 to the dice roll to see if that litany is inspiring.
SWORD BRETHREN, BLADEGUARD, VANGUARD VETERAN SQUAD AND TERMINATOR CORE UNITS
D6TRAIT
1Strength from Conviction

These warriors chant remorseless vows as they strike, every blow delivered with utmost conviction.

While this unit is affected by any Litanies of the Devout, each time a model in this unit makes a melee attack, add 1 to that attack’s Strength characteristic.
2Selfless Martyrs

These Veterans recognise that sacrifice is a true measure of devotion, and are unafraid to give their lives to ensure the Emperor’s will is carried out.

While this unit is below it’s Starting Strength, add 1 to the Attacks and Leadership characteristics of models in this unit.
3Blades of the Emperor

These warriors fight secure in the knowledge that every blow struck grows the Emperor’s dominion.

While this unit is affected by any Litanies of the Devout, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
4Illustrious Tutors

Though no longer directly responsible for the training of Neophytes, these warriors still take any opportunity to impart their expertise, even in the heart of the battle.

In your Command phase, you can select one BLACK TEMPLARS unit from your army that contains any Scout, Scout Biker, Neophyte or Primaris Neophyte models and that is within 6" of this unit. Until the end of the turn, each time a Scout, Scout Biker, Neophyte or Primaris Neophyte model from that unit makes an attack, re-roll a hit roll of 1.
5Peerless Duellists

These warriors constantly match blades, ensuring they are always training and testing themselves against the very best.

Improve the Weapon Skill characteristic of models in this unit by 1.
6Zealous Intervention

Through devout prayer and ritual these warriors dedicate themselves to protecting their allies from harm.

This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.

Oaths of Crusade

If your Order of Battle contains any BLACK TEMPLARS units, you can declare an Oath of Crusade. To do so, follow the sequence below:
  • Select a Deed from the Deed table.
  • If you have selected a Deed, you can then select a Foe from the Foe table.
  • If you have selected a Deed and a Foe, you can then select a Condition from the Conditions table.
  • If you have selected a Deed, a Foe and a Condition, you can then select a Situation from the Situation table.
“In the name of the immortal Emperor, I hereby vow to [Deed] [Foe] [Condition] [Situation].”

Each segment of the Oath will have a goal that must be completed and a reward. No rewards can be gained from an Oath of Crusade until all goals for all of the segments of your Oath have been completed. Once all goals for all of the segments have been completed, your Oath of Crusade is completed. A shorter Oath of Crusade will be easier to complete, but the rewards for doing so will be less glorious! Write your current Oath on your Order of Battle (the Crusade goals, notes and additional information box is ideal for this); this is your active Oath of Crusade. Once your Oath has been completed, it is no longer active. Many goals will require you to keep track of the number of times you have met certain criteria. You should also keep track of these alongside your Oath of Crusade.

Each time a segment is selected as part of a new Oath of Crusade, that segment must be completed again. While an Oath of Crusade is active, it cannot be removed and another Oath of Crusade cannot be selected until the active one has been completed. However, if at any time your Order of Battle no longer includes any BLACK TEMPLARS units, your Oath of Crusade is removed.

The rewards for some entries are noted as being pieces of relics. You can find the rules for reclaiming and reconstructing these relics here.

Example: Maxime wishes to declare an Oath of Crusade. He selects a Deed, Foe and a Condition, but does not wish to select a Situation.

Maxime selects...bring glory to His name...as his Deed,...and destroy the machineries of subjugation...as his Foe and...without allowing our heroes to fall...as his Condition. Maximes Oath of Crusade is therefore:

“In the name of the immortal Emperor, I hereby vow to bring glory to His name and destroy the machineries of subjugation without allowing our heroes to fall.”

Once Maxime has won at least 4 battles, destroyed at least 12 enemy VEHICLE units with attacks made by BLACK TEMPLARS models and ensured that his BLACK TEMPLARS WARLORD survives at least 5 battles, he has completed his Oath of Crusade, and gains the rewards listed under each of his selections.

Deed

...bring glory to His name...
Goal: Win at least 4 battles while your army roster contains any BLACK TEMPLARS units.
Reward: Relic piece - Casket of the Pious (see Hands of the Pious).

...bring victory to the Chapter...
Goal: Score a total of 200 or more victory points while your army roster contains any BLACK TEMPLARS units.
Reward: Relic piece - Blade of the Lost Crusader (see Sword of the Lost Crusader).

...reclaim His domain...
Goal: Control 2 or more objective markers at the end of at least 4 Crusade battles (at least one unit that is within range of each objective marker must be a BLACK TEMPLARS unit from your army).
Reward: Each BLACK TEMPLARS unit on your Order of Battle that has the Objective Secured ability gains 1 experience point.

...prosecute the eternal crusade...
Goal: Gain experience points for a unit from your Order of Battle from a Black Templars Agenda at the end of 5 battles.
Reward: Select one BLACK TEMPLARS unit that is not a RELIC BEARERS unit. You can use the Relic Bearers Requisition on that unit for 0RP.

...bring down the enemy’s outposts...
Goal: Win 6 Combat Patrol or Incursion battles while your army roster contains any BLACK TEMPLARS units.
Reward: Relic piece - Handle of the Sceptre (see Sceptre of Fallen Empires).

...shatter the holdings of the enemy...
Goal: Win 4 Strike Force or Onslaught battles (in any combination) while your army roster contains any BLACK TEMPLARS units.
Reward: Relic piece - Shackles of the Penitent’s Roar (see The Penitent’s Roar).

Foe

...and lay low the foe’s mightiest heroes...
Goal: When you select this, choose one of the following to be the goal:
  • Destroy at least 4 enemy CHARACTER models that each have at least one different Faction keyword from one another with melee attacks made by BLACK TEMPLARS CHARACTER units from your army.
  • Destroy at least 8 enemy CHARACTER models that have the same Faction keyword as each other with melee attacks made by BLACK TEMPLARS CHARACTER units from your army.
Reward: Relic piece - Seal of the Pious (see Hands of the Pious).

...and slay the enemy’s leaders...
Goal: Destroy at least 4 enemy WARLORD models with melee attacks made by BLACK TEMPLARS CHARACTER units from your army.
Reward: Relic piece - Grip of the Lost Crusader (see Sword of the Lost Crusader).

...and destroy the machineries of subjugation...
Goal: Destroy at least 12 enemy VEHICLE units with attacks made by BLACK TEMPLARS units from your army.
Reward: Relic piece - Receiver of the Penitents Roar (see The Penitent’s Roar).

..and decimate the foe’s mainstay forces...
Goal: Destroy at least 12 enemy units with the Troops Battlefield Role with attacks made by BLACK TEMPLARS units from your army.
Reward: Each BLACK TEMPLARS unit on your Order of Battle with the Troops Battlefield Role gains 2 experience points.

...and cut off the enemy’s support forces...
Goal: Destroy at least 8 enemy units with the Heavy Support Battlefield Role while they are in the enemy deployment zone with attacks made by BLACK TEMPLARS units from your army.
Reward: Relic piece - Stasis Casket of the Sceptre (see Sceptre of Fallen Empires).

...and strike down the greatest of beasts...
Goal: Destroy at least 8 enemy MONSTER units with attacks made by BLACK TEMPLARS units from your army.
Reward: Each BLACK TEMPLARS unit on your Order of Battle with the Elites Battlefield Role gains 2 experience points.

Condition

...without taking a backwards step...
Goal: Play in at least 4 battles in which, at the end of the battle, no BLACK TEMPLARS models from your army have fled.
Reward: You can select up to three BLACK TEMPLARS CORE units (other than CHARACTER units, MONSTER units and VEHICLE units) from your Order of Battle. Each selected unit gains the Battle-tested Battle Trait. Increase each selected unit’s Crusade points total by 1.

...without hesitation...
Goal: At the end of at least 3 battles, all remaining BLACK TEMPLARS units from your army are within your opponents deployment zone.
Reward: Every BLACK TEMPLARS unit on your Order of Battle gains 2 experience points.

...without allowing our holy relics to fall...
Goal: Play in at least 4 battles in which, at the end of the battle, at least one BLACK TEMPLARS unit from your army that is carrying a Relic or that has been upgraded to be a RELIC BEARERS unit has not been destroyed.
Reward: Relic piece - Bones of the Pious (see Hands of the Pious).

...without allowing our heroes to fall...
Goal: Play in at least 5 battles in which, at the end of the battle, your BLACK TEMPLARS WARLORD has not been destroyed.
Reward: Relic piece - Cross Guard of the Lost Crusader (see Sword of the Lost Crusader).

...without suffering overwhelming casualties...
Goal: Play in at least 4 battles in which, at the end of the battle, the Power Rating of BLACK TEMPLARS units from your army that have not been destroyed is at least 50% of the total Power Rating of BLACK TEMPLARS units on your army roster.
Reward: Select one BLACK TEMPLARS CHARACTER unit from your Order of Battle. That unit gains one Artificer Relic. Increase that CHARACTER unit’s Crusade points total by 1.

...without allowing the machinations of the enemy...
Goal: In at least 5 battles, at the end of the battle, no objective markers that are in your deployment zone are controlled by your opponent.
Reward: Relic piece - Barrel of the Penitent’s Roar (see The Penitent’s Roar).

Situation

...across this forsaken sector.
Goal: Play at least 10 different Crusade missions while your army roster contains any BLACK TEMPLARS units.
Reward: Increase your Crusade forces Supply Limit by 10 Power.

...across the Imperium.
Goal: Win at least 5 Crusade battles against 5 different Army Factions.
Reward: Select up to 3 BLACK TEMPLARS units that have any Battle Scars. Remove one Battle Scar from each selected unit (remember that for each Battle Scar removed, that unit’s Crusade points will effectively increase by 1).

...whilst displaying our colours proudly.
Goal: Select the Uphold the Honour of the Emperor Templar Vow at the end of the Read Mission Briefing step of 5 or more battles.
Reward: Relic piece - Head of the Sceptre (see Sceptre of Fallen Empires).

..regardless of what assail us.
Goal: Play in battles that use at least 4 different Theatres of War while your army roster contains any BLACK TEMPLARS units.
Reward: Each BLACK TEMPLARS unit on your Order of Battle with the Fast Attack Battlefield Role gains 2 experience points.

...whilst holding the line against the encroaching foe.
Goal: Play in at least 4 battles in which you are the Defender while your army roster contains any BLACK TEMPLARS units.
Reward: Each BLACK TEMPLARS unit on your Order of Battle with the Heavy Support battlefield role gains 2 experience points.

...at the very heart of the enemy’s domains.
Goal: Play at least 4 battles in which you are the Attacker while your army roster contains any BLACK TEMPLAR units.
Reward: Relic piece - Grip of the Penitent’s Roar (see The Penitent’s Roar).

Reclaimed Relics

Reclaimed Relics are a new category of Crusade Relics that can only be gained by collecting the parts through the Oaths of Crusade. Once you have all of the required pieces of a Reclaimed Relic, it can be reconstructed and given to a CHARACTER model from your army. Note that Reclaimed Relics do not require that CHARACTER model to have gained a Battle Honour before they are rewarded. Add 1 to a unit’s total Crusade points for each Reclaimed Relic it has.

Hands of the Pious

Required pieces: Bones of the Pious, Casket of the Pious, Seal of the Pious.

This casket carries the hand bones of an ancient saint. Though their provenance has been lost, the fanatical aura they project when correctly sealed and consecrated cannot be denied.

If a CHAPLAIN model has this relic, they know all litanies from the Litanies of the Devout.

If a non-CHAPLAIN model has this relic, that model gains the PRIEST keyword and knows the Litany of Hate and one other litany from the Litanies of the Devout. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.

Sceptre of Fallen Empires

Required pieces: Stasis Casket of the Sceptre, Handle of the Sceptre, Head of the Sceptre.

This rod of office was said to have been taken during the Great Crusade from the slain king of a vast galactic empire, and subsequently shattered and lost in the battles during the Age of Apostasy. Carried at the head of armies, it signifies the futility of resistance and the righteousness of the eternal crusade.

Once per battle, in your Command phase, the bearer can reveal the sceptre. If they do, until the start of your next Command phase, the bearer has the following ability:

Sceptre of Fallen Empires (Aura): While an enemy unit is within 6" of the bearer, each time an attack is made by a model in that unit, subtract 1 from the hit roll.’

Sword of the Lost Crusader

Required pieces: Blade of the Lost Crusader, Grip of the Lost Crusader, Cross Guard of the Lost Crusader.

This power sword was thought broken and lost. Once reconstructed and repaired, its blade blazes with the Emperor’s light, driving back those who would bring darkness to the Imperium.

Model with a power sword, master-crafted power sword or relic blade only. This Relic replaces a power sword, master-crafted power sword or relic blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Sword of the Lost Crusader
Sword of the Lost Crusader
Melee
Melee
+2
-3
2
Abilities: Each time an enemy model makes a melee attack against the bearer, subtract 1 from the hit roll.

The Penitent’s Roar

Required pieces: Shackles of the Penitent’s Roar, Grip of the Penitents Roar, Receiver of the Penitent’s Roar, Barrel of the Penitent’s Roar.

This ornate pistol of unknown design can only be fired while chained to the bearers wrist, but delivers each shot with uncanny accuracy, straight to the heart of any who would lay low the Emperor’s chosen crusaders.

Model equipped with a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Penitent’s Roar
Penitent’s Roar
12"
Pistol 2
5
-3
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Crusade Relics

When a BLACK TEMPLARS CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics apply.

Artificer Relics

A BLACK TEMPLARS CHARACTER model can be given the following Artificer Relic instead of one of the ones presented in the Warhammer 40,000 Core Book.

Shackles of the Faithful

Clamped to the bearers wrists, and bearing adamantine chains that link to their weapons, these shackles are nigh-unbreakable. They also contain micro-suspensors, rendering the bearer’s equipment almost weightless. This allows even the heaviest weapons to be wielded with remarkable dexterity.

Each time the bearer makes an attack, you can ignore any or all modifiers to the hit roll and wound roll.


Antiquity Relics

A BLACK TEMPLARS CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Thronelight Lantern

Utilising a psychoreactive core, this lantern absorbs and projects a fragment of the psychic light of the Astronomican, the manifestation of the Emperor’s gift to all of mankind. Those who would seek to lay his faithful low with heretical witchery find themselves averting their eyes from this holiest of lights.

The bearer has the following ability:

Thronelight Lantern (Aura):

  • While an enemy PSYKER unit is within 12" of the bearer, subtract 1 from Psychic tests taken for that unit.
  • Once per battle, at the start of the Fight phase, the bearer can focus the light onto an enemy. If they do, select one enemy PSYKER unit within 18" and visible to this model. Until the end of the phase, each time a melee attack is made by a model in that unit, subtract 1 from the hit roll.


Legendary Relics

A BLACK TEMPLARS CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Black Sword of Sigismund

This blade, returned to the Black Templars following the death of Sigismund at the hands of Abaddon the Despoiler, is one of the mightiest relics of the Black Templars. Only the most peerless swordsmen are granted the right to bear it in battle, and with it they carry the responsibility to destroy the greatest foes.

Model with a power sword, master-crafted power sword or relic blade only. This Relic replaces a power sword, master-crafted power sword or relic blade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Black Sword of Sigismund
The Black Sword of Sigismund
Melee
Melee
+3
-5
3


Blood Angels Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with Blood Angels, such as Agendas, Requisitions and Crusade Relics that are bespoke to Blood Angels units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any BLOOD ANGELS units, you can select one Agenda from the Blood Angels Agendas, listed below. This is a new Category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one Blood Angels Agenda).

AN HONOURABLE DEATH IN BATTLE
Blood Angels Agenda

On the eve of war, battle-brothers may succumb to the madness of the Black Rage. Such souls are sent forth to fight with great honour, to seek out a clean death against insurmountable odds and so be remembered eternally in the Chapter’s histories. Those few who survive the battle, and neither perish from their wounds or the mercy of the Redeemer of the Lost, are taken back to Baal and locked away to howl in rage as the madness consumes their mind. Such an ignoble fate brings only sorrow to the Chapter.

When you select this Agenda, select one DEATH COMPANY unit from your army (excluding named characters).
  • If that DEATH COMPANY unit is destroyed during the battle, you can remove that unit from your Order of Battle. If you do, each other BLOOD ANGELS unit from your army gains 1 experience point and you gain 1 additional Requisition point.
  • If that DEATH COMPANY unit is not destroyed during the battle, and your Crusade army does not include an ASTORATH model, you do not gain the 1 Requisition point after that battle has been completed.
PURITY THROUGH BLOODSHED
Blood Angels Agenda

The curse of the Blood Angels can become a potent weapon if tempered with discipline and control. By holding tight to the Chapter’s noble ideals, warriors with sufficient force of will can harness the fury and bloodhunger of the Red Thirst without succumbing to its darkest excesses.

When you select this Agenda, select one BLOOD ANGELS unit from your army (excluding DEATH COMPANY units).
  • At the end of the battle, that unit gains a number of experience points equal to its ‘enemy units destroyed by melee weapons during this battle’ tally (to a maximum of 5 experience points).
  • If this unit has at least 2 marks on its ‘enemy units destroyed by melee weapons during this battle’ tally, and it passes its Black Rage test after the battle, that unit loses 1 Flaw point (to a minimum of 0).
VALOUR OF THE ANGELS
Blood Angels Agenda

There are few warriors as noble as the sons of Sanguinius. However, to be a hero of the Imperium is to walk a path towards a martyr’s death. The Blood Angels are no strangers to self-sacrifice; the only question is how many foes they can lay low before that fate finally arrives.

If you select this Agenda, keep a Valour of the Angels tally for each BLOOD ANGELS CHARACTER unit from your army (excluding DEATH COMPANY CHARACTER units). Add 1 to a unit’s tally each time it does one of the following:
  • It performs a Heroic Intervention.
  • It destroys an enemy CHARACTER, MONSTER or WARLORD model with a melee weapon.
  • It is destroyed by an enemy unit.*
At the end of the battle, each unit gains a number of experience points equal to its Valour of the Angels tally.

*If a BLOOD ANGELS CHARACTER unit (excluding named characters) is destroyed during the battle, you can remove that unit from your Order of Battle instead of taking an Out of Action test for it. If you do, each other BLOOD ANGELS unit from your army gains 1 experience point.
SEARCH FOR THE CURE
Blood Angels Agenda

The Sanguinary Priesthood investigates every avenue that might lead to a cure to the Flaw. This duty often sees them journeying to forgotten worlds, in search of forbidden archeotech from the Dark Age of Technology.

Keep a Search for the Cure tally for each BLOOD ANGELS APOTHECARY unit in your army. Add 1 to a unit’s Search for the Cure tally each time it completes the Search for the Cure action (see below). If you selected this Agenda, then BLOOD ANGELS APOTHECARY units from your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Search for the Cure (Action): One BLOOD ANGELS APOTHECARY unit from your army can start to perform this action at the end of your Movement phase if it is within 3" of an objective marker that has not yet been searched (see below) and no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The Action is completed at the end of the turn. If completed, that objective marker is said to have been searched.

At the end of the battle, if the combined Search for the Cure tallies from all your units is 3 or more, then each BLOOD ANGELS APOTHECARY unit from your army earns 3 experience points.

Requisitions

If your Crusade force includes any BLOOD ANGELS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book and Codex: Space Marines.

DESCENT INTO MADNESS1RP

On the eve of battle, a Blood Angels warrior may be gripped by apocalyptic visions as the Black Rage takes hold. Such a battle-brother is lost to the Chapter, sent forth to seek death on the battlefield rather than face the ignominious decline into bestial madness.

Purchase this Requisition at any time. Select one BLOOD ANGELS CAPTAIN or BLOOD ANGELS LIEUTENANT model from your Order of Battle that has 2 or more Flaw points (you cannot select a unit that has the DEATH COMPANY keyword). That model is inducted into the Death Company, as described here; make a note on that unit’s Crusade card and increase its Power Rating accordingly. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
CUSTODIAN OF THE LOST1RP

The most skilled Chaplains of the Blood Angels can harness the anger that resides within their battle-brothers without allowing it to boil over and consume their psyches, halting - for a time at least - the onset of the Black Rage.

Purchase this Requisition when a BLOOD ANGELS CHAPLAIN model from your army gains the Battle-hardened rank. Increase that model’s Crusade points total by 1, and make a note on that unit’s Crusade card that it now has the following ability: ‘Custodian of the Lost: If this model is part of your Crusade army, you can re-roll one failed Black Rage test taken at the end of that battle.’
NOBLE HERITAGE1RP

The Blood Angels are amongst the longest-lived of all the Space Marines, echoing the physical perfection of Sanguinius. Their Primarch’s spiritual might also flows in their veins, its potency only increasing as years pass.

Purchase this Requisition at any time. Select one BLOOD ANGELS CHARACTER unit from your Order of Battle with 71 or more experience points. You cannot select a unit with the DEATH COMPANY keyword, and each unit can only be selected for this Requisition once. The selected unit gains one additional Battle Trait (if the unit is a PSYKER, it instead gains one Psychic Fortitude, as described in the Warhammer 40,000 Core Book). This does not count towards the maximum number of Battle Honours a unit can have.
BLOOD CLEANSING2RP

The sons of Sanguinius have been known to slumber inside sarcophagi that purify their blood as they rest. The Sanguinary Priests hope that in doing so they can slow the process of degeneration brought on by the Flaw, but all are aware that such measures are at best only temporary.

Purchase this Requisition at any time. Select one BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER unit from your Order of Battle that has 1 or more Flaw points (you cannot select a unit that has the DEATH COMPANY keyword). That unit loses 1 Flaw point. Each unit can only be selected for this Requisition once (we recommend making a note on the unit’s Crusade card).

The Flaw

If your Crusade force includes any BLOOD ANGELS units, you must keep an additional note of each unit’s Flaw points on its Crusade card. Named characters and DEATH COMPANY units do not accrue Flaw points (they have either mastered the Black Rage or are already lost to it). If a model is replaced as the result of using the Even in Death I Still Serve, or Rubicon Primaris Requisitions, transfer that unit’s current number of Flaw points to its new Crusade card.

Black Rage Tests

The Blood Angels harness the Red Thirst in battle, but the bloodshed, if not controlled, can hasten the onset of the Black Rage.

After each battle, you must take a Black Rage test for every unit from your army. To do so, roll one D6 and compare the result to that unit’s ‘enemy units destroyed with melee weapons during this battle’ tally box. If the total result is equal to or less than the tally, that Black Rage test is failed and that unit gains 1 Flaw point.

Each time a unit gains its third Flaw point, you must immediately roll 3D6: if the result is less than that unit’s Leadership characteristic, then that unit has kept control and its Flaw points are reduced by 1. If the result equals or exceeds that unit’s Leadership characteristic, then a battle-brother in that unit succumbs to the Black Rage.
  • If a CAPTAIN or LIEUTENANT unit succumbs to the Black Rage, you must either remove that unit from your Order of Battle or immediately use the Descent Into Madness Requisition on that model (if you do, it costs you 0RP).
  • If any other CHARACTER unit (excluding DREADNOUGHT units) succumbs to the Black Rage, remove that unit from your Order of Battle. If you wish, you can replace it with a DEATH COMPANY LIEUTENANT unit from the same Chapter (but only if doing so would not cause your total Power Level to exceed your Crusade force’s Supply Limit). The new LIEUTENANT unit must have the PRIMARIS keyword if the unit it replaced had the PRIMARIS keyword (otherwise the new unit must not have the PRIMARIS keyword). The new LIEUTENANT unit starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank.
  • If a DREADNOUGHT unit succumbs to the Black Rage, remove that unit from your Order of Battle. If you wish, you can replace it with a DEATH COMPANY DREADNOUGHT unit from the same Chapter (but only if doing so would not cause your total Power Level to exceed your Crusade forces Supply Limit). The new unit starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank.
  • If any other unit succumbs to the Black Rage, that unit immediately suffers a Devastating Blow result, as described in the Warhammer 40,000 Core Book (if the unit failed an Out of Action test and you chose for them to suffer a Devastating Blow result, that unit will lose a total of 2D6 experience points). That unit’s Flaw points are then reduced by 1.

Damned Souls

The Death Company is comprised of warriors with countless years of battle experience, making the Chapters loss even more sorrowful. Such combatants fight their final battle in the name of Sanguinius, but the Flaw is such that there will always be more battle-brothers to replace these fallen souls.

The following rules apply to DEATH COMPANY MARINES and DEATH COMPANY INTERCESSORS units in your Crusade force:
  • DEATH COMPANY MARINES and DEATH COMPANY INTERCESSORS units do not gain experience points. They are also assumed to pass any Out of Action tests they are required to take (no dice is rolled), and so never accrue Battle Scars.
  • When you muster a Crusade army, each time you include a DEATH COMPANY MARINES or DEATH COMPANY INTERCESSORS units in your army, select one Battle Trait for that unit and note it on your army roster. That unit has that Battle Trait until the end of the battle and is considered to have a Crusade points value of 1 for that battle.
  • Each time a BLOOD ANGELS PRIMARIS unit (excluding CHARACTER units) from your Crusade force succumbs to the Black Rage, you can select one DEATH COMPANY INTERCESSORS unit from your Crusade force. If you do, then make a note on that unit’s Crusade card - if, the next time you muster a Crusade army, you include that unit in your army, select two Battle Traits for that unit instead of one, noting both down on your army roster. That unit has both Battle Traits until the end of the battle and is considered to have a Crusade points value of 2.
  • Each time a BLOOD ANGELS unit (excluding CHARACTER or DREADNOUGHTS units) from your Crusade force succumbs to the Black Rage, you can select one DEATH COMPANY MARINES unit from your Crusade force. If you do, then make a note on that unit’s Crusade card - if, the next time you muster a Crusade army, you include that unit in your army, select two Battle Traits for that unit instead of one, noting both down on your army roster. That unit has both Battle Traits until the end of the battle and is considered to have a Crusade points value of 2.

Fallen Heroes

It is a tragedy when one of the Chapters noblest stars falls to the Black Rage. Such a hero’s travails will soon come to an end: their destiny either to meet death in battle, to be granted the Emperor’s mercy or, if truly unfortunate, to be taken to the Tower ofAmareo.

The following rules apply to DEATH COMPANY CHARACTER and DEATH COMPANY DREADNOUGHT units in your Crusade force:
  • DEATH COMPANY CHARACTER and DEATH COMPANY DREADNOUGHT units never gain experience points.
  • DEATH COMPANY CAPTAIN units can never have an Honorific. If a unit has an Honorific and subsequently gains the DEATH COMPANY keyword, it immediately loses that Honorific.
  • DEATH COMPANY CHARACTER units can never be upgraded to the Chapter Command. If a unit has already been upgraded so, it immediately loses that upgrade and all associated abilities, Relics, Warlord Traits etc.
  • You cannot use any Requisitions to upgrade or otherwise alter DEATH COMPANY CHARACTER or DEATH COMPANY DREADNOUGHT units (e.g. Rearm and Resupply, Even in Death I Still Serve, Rubicon Primaris).
  • DEATH COMPANY CHARACTER and DEATH COMPANY DREADNOUGHT units cannot use or benefit from any rules that enable you to ignore or re-roll failed Out of Action tests.
  • If a DEATH COMPANY CHARACTER or DEATH COMPANY DREADNOUGHT unit ever fails an Out of Action test, that unit is removed from your Order of Battle.

Crusade Relics

When a Blood Angels Character gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics apply.

Artificer Relics

A BLOOD ANGELS CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Blade of Judgement

This enormous hand-and-a-half sword was forged by Sardanus Forell, a Judiciar who later became High Chaplain.

Model with power sword, master-crafted power sword, relic blade or executioner relic blade only. This Relic replaces the bearer’s power sword, master-crafted power sword, relic blade or executioner relic blade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Blade of Judgement
Blade of Judgement
Melee
Melee
x2
-3
3
Abilities: Each time an attack is made with this weapon against a CHARACTER unit, you can re-roll the hit roll.

Decimator

This exquisite rifle unleashes an unending storm of fire. Decimator’s recoil dampers, and the twinned machine spirits overseeing its cyclic mechanisms, are the result of decades (and lives) expended in the bowels of Mars’ forge temples, while each individually crafted shell is inscribed with the Versus Decimatus from the Codex Astartes.

Model with master-crafted auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Decimator
Decimator
24"
Assault 3
5
-1
2
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target.

Hood of Baal

This psychic hood has served the Blood Angels for millennia. Every inch of its surface is inscribed with the sayings of Sanguinius, written in filigree of the purest gold, and decorated with bloodstone gems and miniature hand-painted scenes of the Chapters most glorious victories. Such is its power that even during the peak of Hive Fleet Leviathans assault against the Blood Angels’ home world, the Librarian wearing it could use the full extent of their powers despite the Shadow in the Warp.

LIBRARIAN or LIBRARIAN DREADNOUGHT model only.

  • Add 6" to the range of the bearers Psychic Hood ability.
  • Each time a Psychic test is taken for the bearer, you can ignore any or all modifiers to that test.


Antiquity Relics

A BLOOD ANGELS CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Figure of Death

Chaplain Umbrael served with the Chapter over two millennia ago. His bombastic sermons, amplified through vox units in his armour, accompanied a visceral aura of dread around the black-clad warrior. It is claimed that Umbrael’s sculpted crozius arcanum, the Figure of Death, became so infused with the fear he embodied that to face a Chaplain wielding it today is to face terror itself.

CHAPLAIN model with crozius arcanum only. This Relic replaces a crozius arcanum and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Figure of Death
Figure of Death
Melee
Melee
+2
-2
2
Abilities: Each time a unit suffers a casualty from an attack made with this weapon, until the end of the turn, subtract 1 from the Leadership characteristic of models in that unit.

Chalice of Baal

This rough grail is carved from the very bedrock of Baal. While it cannot match the artifice of some other examples, it is nonetheless a precious relic of the Blood Angels, carried into battle by several of the greatest Sanguinary Priests in the history of the Chapter. When held aloft, it reminds the Blood Angels of that which they fight to protect.

SANGUINARY PRIEST model only. Increase the range of this model’s Blood Chalice ability to 9".

The Angel’s Wing

An ornate jump pack of great age and fame, the Angel’s Wing was originally made for Leonartas, Captain of the 8th Company in the waning years of M32. The jump pack was specially tailored to complement Leonartas’ reckless temperament, its machine spirit charged with safeguarding the wearer and his brothers on their way into battle. To this end, the Angel’s Wing incorporates oracleclass counter-ballistic augurs and collision-avoidance wards. These still function, millennia later, and allow the wearer to advance at speed while effortlessly avoiding incoming fire.

JUMP PACK model only.

  • Enemy models cannot fire Overwatch at the bearer.
  • You can re-roll charge rolls made for the bearer.


Legendary Relics

A BLOOD ANGELS CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Encarmine Warblade

This sword was carried by the Blood Angels’first captain, Raldoron, throughout the Great Crusade and the Horus Heresy. In the millennia since Raldoron’s death, the Encarmine Warblade has been bequeathed to only the greatest champions of the Blood Angels, each time being returned to the vaults of the Arx Angelicum until a worthy warrior should once again arise.

Model with power sword, master-crafted power sword, relic blade or executioner relic blade only. The Encarmine Warblade replaces the bearer’s power sword, master-crafted power sword, relic blade or executioner relic blade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Encarmine Warblade
The Encarmine Warblade
Melee
Melee
+2
-4
3
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6 the target suffers 2 mortal wounds in addition to any normal damage.


Honorifics

BLOOD ANGELS CAPTAIN units cannot be given the following Honorifics found in Codex: Space Marines: Master of the Keep; Master of the Arsenal; Master of the Fleet; Master of the Rites; Chief Victualler; Master of Relics. Instead you can choose from among the following Honorifics. These follow all the same rules as those presented in Codex: Space Marines.

If a CAPTAIN TYCHO unit is included in your Crusade army, it automatically gains the Master of Sacrifice Honorific, even though it cannot normally gain any Battle Honours. This does not increase its Crusade points.

SHIELD OF BAAL

The Shield of Baal protects the Blood Angels’ home world. He is responsible for all of the system’s security matters.

Once per battle, if this unit is on the battlefield, you can use one Battle Tactic Stratagem twice during the same phase, instead of only once.

MASTER OF SACRIFICE

This warrior lists all Blood Angels fallen in battle. Such reverence and care inspires the sons of Sanguinius around him.

  • Once per battle, if this unit is on the battlefield, when you use the Angel’s Sacrifice Stratagem, that Stratagem costs 0 Command points.
  • If this unit is part of your Crusade army, then each time a unit from your army fails an Out of Action test, that unit loses 1 Flaw point (to a minimum of 0).

LORD ADJUDICATOR

The Lord Adjudicator is a golden exemplar of the Chapters noble values. He must be, for by them does he judge his battle-brothers.

Once per battle, if this unit is on the battlefield, when you use an Epic Deed Stratagem, that Stratagem costs 0 Command points.

CALLER OF THE FIRES

The Caller of the Fires recognises the Flaw's power, and seeks to inspire his battle-brothers to unleash it in a controlled manner.

  • Once per battle, if this unit is on the battlefield, when you use the Red Rampage Stratagem, that Stratagem costs 0 Command points.
  • If this unit is part of your Crusade army, then after each battle, each time you take a Black Rage test for a unit from your army, you can add 1 to the result.

LORD OF SKYFALL

Situated at the edge of the Baal System, Skyfall is a gigantic spacedock in the form of an angel stood astride a globe. The Lord of Skyfall is responsible for its defence and administration.

  • Once per battle, if this unit is on the battlefield, when you use either the Descent of Angels or Upon Wings of Fire Stratagem, that Stratagem costs 0 Command points.
  • If this unit is part of your Crusade force, then the Rearm and Resupply and Repair and Recuperate Requisitions cost 0 Requisition points, but only if they are used on an AIRCRAFT unit from the same Chapter as this unit.

MASTER OF SIEGES

The Master of Sieges is the Chapter’s expert in bringing down the walls of enemy fortifications.

If this unit is part of your Crusade army and you are the Attacker, then you start the battle with an additional D3 Command points (if your opponents army includes any units with the Fortifications Battlefield Role, you start the battle with an additional 3 Command points instead).


Dark Angels Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with your Dark Angels, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Dark Angels units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Hunting the Fallen

If your Crusade force includes any DARK ANGELS units, you must keep an additional note of your army’s Unforgiven points total (the Crusade Goals, Information and Notable Victories box on your Order of Battle is ideal for this). Your Unforgiven points total will show how close your Dark Angels are to discovering a member of the Fallen. Once your Dark Angels have enough information, they can attempt an assault on that Fallen in an attempt to capture him and cleanse his corrupt soul.

After each battle, gain 1 Unforgiven point. In addition, several of the Dark Angels Crusade rules found in this section will instruct you to increase your Unforgiven points total by 1 or more. This is usually through Agendas, but certain Battle Honours may also help contribute points to your total. Once you have accumulated sufficient Unforgiven points, you have tracked a member of the Fallen, and can launch a mission to capture them.

Designer’s Note: If you wish to use these rules, we recommend creating a Fallen miniature to represent your selection, which you can lend to your opponent when required (see The Fallen, below). We would also recommend double checking with your opponent that they are happy to include this miniature in their army during your game before spending your Unforgiven points to attempt the Capture mission. If your opponent would prefer not to include this model, or they are using an army which narratively feels strange including a member of the Fallen, we recommend you wait until a better opportunity arises before attempting this mission.

CAPTURE MISSION
Once you have accumulated at least 20 Unforgiven points, before a battle, after determining the Mission and seeing your opponents army roster, you can attempt a Capture mission. If you do so, your Unforgiven points total is reset to 0. Then, follow the normal sequence for playing a Crusade mission as described in your chosen mission pack, with the following additional rules:
  • Your Crusade army can only include DARK ANGELS units, or units taken from a Dark Angels successor Chapter.
  • Your opponents army must include one Fallen model (see The FALLEN, below) to be the quarry. This model has a Power Rating of 0, and does not require a Crusade card. This model is ignored when determining which unit is the WARLORD and cannot perform actions or gain experience points. This model is not added to any Detachments, and does not prevent other units from their army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). This model cannot be set up as Reinforcements or as Strategic Reserves.
  • You must select the Capture the Fallen Agenda for the mission.
  • Your opponent has the following Agenda in addition to any others they select:
The Fallen
Your opponent adds one of the following models to their army.
  • 1 Captain. This model cannot use the Rites of Battle ability. Replace this model’s Faction keywords with FALLEN.
  • 1 Librarian. This model only knows the Smite psychic power. Replace this models Faction keywords with FALLEN.
  • 1 CYPHER.

ASSIST THE STRANGER
Fallen Agenda
If the FALLEN model is still on the battlefield at the end of the battle, your WARLORD gains 3 experience points and your army gains 1 additional Requisition point.

Requisitions

If your Crusade force includes any DARK ANGELS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

INTERROGATION0RP

Should a member of the Fallen be captured, they will be brought to the Rock for interrogation. The Dark Angels subject them to months of torture, seeking a confession.

Purchase this Requisition after a battle in which units from your army destroyed any FALLEN units (excluding CYPHER). You cannot purchase this Requisition more than once after each battle. Select up to two of the following units from your army (excluding named characters): one INTERROGATOR-CHAPLAIN; one DEATHWING LIBRARIAN. Then roll 2D6: on a 2-9, the Fallen is given final judgement, and one of the units you selected can gain a Battle Trait from the table below. On a 10+, the Fallen has confessed, and both of the units you selected can gain a Battle Trait from the table below. Each unit on your Order of Battle can have no more than one Battle Trait from these tables. Make a note on each unit’s Crusade card and increase its Crusade points total by 1.

INTERROGATOR-CHAPLAIN ONLY

In his lifetime, an Interrogator-Chaplain may only subject a Fallen to questioning a handful of times, if ever. Should he secure a confession, he will add a single black pearl to his rosarius.

D3BATTLE TRAIT
1Add 3" to the range of this model’s aura abilities (to a maximum of 12").
2This model knows one additional litany from the Litanies of Battle.
3In your Command phase, if this model is on the battlefield and the Litany of Hate has not already been recited by a friendly model that battle round, it can recite the Litany of Hate in addition to any other litanies it can recite.


DEATHWING LIBRARIAN ONLY

One fewer traitor stains the stars. The heretics blood has been taken, and with it his name has been inscribed in the Book of Salvation.

D3BATTLE TRAIT
1Add 1 to Psychic tests taken for this model when attempting to manifest a power from the Interromancy discipline.
2Each time this model manifests a Witchfire psychic power from the Interromancy discipline, add 1 to the number of mortal wounds inflicted.
3You can re-roll Deny the Witch tests taken for this model.
INAUGURATION1RP

For all the Dark Angels’ secrecy, as battle rages where the Fallen are present it is possible that an uninitiated battlebrother learns to some degree of his Chapter’s true agenda. Some of these warriors are simply told they did not see what they thought they saw, or are fed lies the Inner Circle have perfected over countless years. On occasion, it might even be that the uninitiated capture a Fallen, should some disaster befall the Deathwing or nefarious enemy schemes come to fruition that slow or halt them. To capture a Fallen is a great demonstration of strength, and those that do so who are uninitiated may be brought into the fold off the back of such an impressive deed. Even those who, it is decided, shall not be taught the Chapter’s secrets, may well instead be elevated in rank or to the Ravenwing.

Purchase this Requisition after a battle in which a DARK ANGELS unit from your army (excluding VEHICLE, CHARACTER and SCOUT units) destroyed a FALLEN unit. That DARK ANGELS unit gains the INNER CIRCLE keyword, or you can remove that unit from your Order of Battle and replace it with one of the units specified below:


This unit must be from the same Chapter. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The new unit starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank.
INNER CIRCLE1RP

Induction of a Dark Angel to their Inner Circle is never done lightly, for only the strongest minds and purest hearts can withstand the terrible knowledge a member of the Inner Circle is expected to hold.

Purchase this Requisition when a DARK ANGELS CHARACTER unit gains a rank (other than the Blooded rank). That unit gains the INNER CIRCLE keyword and its Power Level is increased by 1. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
THE LION AND THE WOLF1RP

Whenever the Dark Angels and the Space Wolves fight side by side, each nominates a champion to settle the ancient grudge between Lion El’Jonson and Leman Russ. The victor in these contests is afforded great esteem.

Purchase this Requisition at any time. Select one DARK ANGELS INFANTRY or DARK ANGELS BIKER model from your army that is not a CHARACTER. Each model can only be selected for this Requisition once. Add 1 to that model’s Attacks characteristic, and that model gains the following ability:

Victory Over the Sons of the Wolf: Each time this model makes a melee attack against a SPACE WOLVES unit, add 1 to that attack’s hit roll and wound roll.

Agendas

If your Crusade army includes any DARK ANGELS units, you can select an Agenda from the Dark Angels Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one Dark Angels Agenda).

CAPTURE THE FALLEN
Dark Angels Agenda

The ultimate agenda of the Unforgiven Chapters is the capture and execution of the Fallen. Only through this can they earn absolution, and within the Inner Circle, to seize one of these traitors is to earn much honour.

Keep a Capture the Fallen tally for each unit from your army. Add 1 to a unit’s Capture the Fallen tally each time it destroys an enemy FALLEN unit. Each unit gains 3 experience points for every mark on its Capture the Fallen tally. At the end of the battle, if any units from your army have a mark on their Capture the Fallen tally, your WARLORD gains 3 experience points.
NONE MUST KNOW
Dark Angels Agenda

The Dark Angels are notoriously secretive, and any who might have witnessed the Fallen must be destroyed or captured - whether enemy or supposed ally.

At the start of deployment, your opponent must select five units (excluding DARK ANGELS units); each of these units can be from their or your army. If five units cannot be selected, as many units as possible must be selected. At the end of the battle, gain 1 Unforgiven point for each of these units that has been destroyed.
MENTAL INTERROGATION
Dark Angels Agenda

The Librarians of the Dark Angels are well-practised at scanning the minds of their foes for any clues about the Fallen.

Keep a Mental Interrogation tally for each DARK ANGELS LIBRARIAN unit in your army. Add 1 to a units Mental Interrogation tally each time it successfully completes the following psychic action (add 3 to its tally instead if it completed it with a Psychic test of 11 or more):

Mental Interrogation (Psychic Action - Warp Charge 4): One DARK ANGELS PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 12" of an enemy CHARACTER unit.

At the end of the battle, each unit gains 1 experience point for every mark on its Mental Interrogation tally. If the total of all Mental Interrogation tallies is 4 or more, gain 3 Unforgiven points. If it is 8 or more, gain 6 Unforgiven points instead.
DARK RUMOUR
Dark Angels Agenda

Local rumour has it that an enemy commander was seen dealing with a mysterious black-armoured figure. This commander must be brought in for interrogation.

If the enemy WARLORD is destroyed by an attack made by a DEATHWING, RAVENWING or INNER CIRCLE unit, that unit gains 3 experience points and you gain 3 Unforgiven points. If that attack was a melee attack made by a DEATHWING, RAVENWING or INNER CIRCLE unit, gain 5 Unforgiven points instead.
ENCIRCLE THE FOE
Dark Angels Agenda

The Ravenwing seek to encircle their foe, corralling them to ensure there can be no escape, before summoning the Deathwing to deliver the killer blow.

At the end of the battle, you can select either three or four friendly RAVENWING units from your army (excluding AIRCRAFT units). Each unit selected must be wholly within 9" of a different corner of the battlefield. Each of the selected units gains 2 experience points.
THE DEATHWING COMETH
Dark Angels Agenda

The Deathwing Terminators often wait in teleportariums, ready to strike as soon as crucial enemy units or commanders are identified by their swifter brethren. Upon arrival, devastation follows in their wake.

If a DEATHWING unit destroys any enemy units on the turn it is set up on the battlefield using the Teleport Strike ability, that DEATHWING unit gains 2 experience points. If that DEATHWING unit destroys any enemy CHARACTER units, that DEATHWING unit instead gains 3 experience points.

Honorifics

DARK ANGELS CAPTAINS cannot be given any of the following Honorifics found in Codex: Space Marines: Master of the Keep; Master of the Watch; Master of the Marches; Chief Victualler. Instead you can choose from among the following Honorifics. These follow all the same rules as those presented in Codex: Space Marines.

MASTER OF THE DEATHWING

The Captain of the Dark Angels 1st Company is second only to the Chapter Master in terms of experience and knowledge of the Fallen. This mighty warrior has proved their mettle in countless victories and remained dogged in pursuit of the Fallen over centuries of service.

BELIAL or TERMINATOR CAPTAIN only. Once per battle, if this unit is on the battlefield, when you use the Deathwing Assault Stratagem, that Stratagem costs 0 Command points.

MASTER OF THE RAVENWING

The Captain of the Dark Angels 2nd Company is a master of high-speed warfare, able to react to changing battlefield situations in the blink of an eye and deploy their swift forces to wherever they are needed, whether hunting the Fallen across the field, or more conventional foe, they can be relied upon to provide vital intelligence to the rest of the Chapter.

SAMMAEL or BIKER CAPTAIN only. Once per battle, if this unit is on the battlefield, when you use the Swift Strike Stratagem, that Stratagem costs 0 Command points.

KEEPER OF THE UNSEEN RITUAL

The Captain of the Dark Angels 5 th Company is often responsible for collating and keeping knowledge about the ancient Calibanite orders. He is expected to be an expert in their martial traditions and codes of honour. In truth, the Dark Angels have only fragments of information surviving from that time, most only available to the Inner Circle.

LAZARUS or CAPTAIN only. Once per battle, if this unit is on the battlefield, when you use a Battle Tactic Stratagem, that Stratagem costs 0 Command points.

MASTER OF WATCHERS

The Captain of the Dark Angels 7th Company is responsible for the vast network of informants and sleeper cells the Chapter has living on all kinds of worlds across the Imperium. How much even these Captains are aware of the significance of the intelligence they handle is down to whether or not they belong to the Inner Circle.

If this unit is part of your Crusade army, then after each battle, gain D3 Unforgiven points.



If BELIAL is added to your Order of Battle, he automatically gains the Master of the Deathwing honorific, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that honorific in your Order of Battle, you cannot add BELIAL to your Order of Battle.

If SAMMAEL is added to your Order of Battle, he automatically gains the Master of the Ravenwing honorific, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that honorific in your Order of Battle, you cannot add SAMMAEL to your Order of Battle.

If LAZARUS is added to your Order of Battle, he automatically gains the Keeper of the Unseen Ritual honorific, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that honorific in your Order of Battle, you cannot add LAZARUS to your Order of Battle.

Crusade Relics

When a DARK ANGELS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

Any DARK ANGELS CHARACTER model can be given one of the following Artificer Relics.

Lion’s Roar

The Lion’s Roar is an ancient combi-weapon issued to heroes of the Chapter. Over the years it has proven to be an ideal weapon for those leading boarding actions or bunker assaults.

Model with combi-plasma only. Lion’s Roar replaces that model’s combi-plasma and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
Plasma
Plasma
18"
Assault 2
8
-3
2
Abilities: Before selecting targets, select one or both of the profiles above to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the hit roll.

The Raven’s Eyes

This helm contains an enhanced sensory suite, ensuring the wearer proceeds with all speed towards their prey.

RAVENWING model only.

  • The bearer can ignore any or all Move characteristic, Advance roll and charge roll modifiers.
  • Each time the bearer makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers for that attack.


Antiquity Relics

A DARK ANGELS CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Monster Slayer of Caliban

This weapon was traditionally bestowed upon the most honourable knight of the Order. It is said that as long as its owner stays pure, it will strike down the greatest of foes.

Model with power sword, master-crafted power sword, relic blade or executioner relic blade only. The Monster Slayer of Caliban replaces the bearer’s power sword, master-crafted power sword, relic blade or executioner relic blade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Monster Slayer of Caliban
Monster Slayer of Caliban
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack’s wound roll.

Shield of Calloson

It is believed that this vast shield was once carried into battle by a legendary Dark Angels hero who fought during the Great Crusade. The Chapters Techmarines believe its flaring energy field shares technology with the vast void shields that protect mighty Titan battle engines and void craft. Whatever the truth, even the heaviest of fire is turned harmlessly aside by this ancient bulwark.

Model with relic shield, combat shield or storm shield only. The Shield of Calloson replaces the bearers relic shield, combat shield or storm shield.

  • The bearer has a 3+ invulnerable save.
  • Add 1 to armour saving throws made for the bearer.


Legendary Relics

A DARK ANGELS CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic a it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Mantle of the Seneschal

This mantle was fashioned from the skin of a mighty beast of Caliban, slain by the Lion himself. Kept in stasis and only removed in the direst need, only the greatest champions are granted the honour to wear it over their armour. In battle, this warrior is a beacon to those around him, reminding all of the savagery of lost Caliban.

  • Add 1 to the bearer’s Move, Strength, Toughness, Wounds and Attacks characteristics.
  • Once per battle, in your Command phase, the bearer can use the following ability: ‘Savagery of Caliban (Aura): Until the start of your next Command phase, while a friendly DARK ANGELS CORE unit is within 6" of the bearer, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.’


Sacred Standards

A DARK ANGELS ANCIENT model of Heroic rank or higher can be given one of the following Sacred Standards. A model cannot have more than one Sacred Standard. Sacred Standards are treated as Antiquity Relic’s for all purposes. Add 1 to a unit’s total Crusade points for each Sacred Standard it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

The Standard of Retribution

The Standard of Retribution serves to remind the Dark Angels that the enemies of the Emperor can never be forgiven. It inspires the Dark Angels to fight on under any circumstance, smiting their foes with righteous fury.

The bearer has the following ability: ‘Standard of Retribution (Aura): While a friendly DARK ANGELS CORE unit is within 6" of the bearer, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of l).’

The Standard of Fortitude

The Standard of Fortitude represents the unstoppable courage of the Dark Angels. It inspires any nearby Dark Angel to press the attack, heedless of danger to themselves.

The bearer has the following ability: ‘Standard of Fortitude (Aura): In your Shooting phase, while a friendly DARK ANGELS CORE unit is within 6" of the bearer, that unit is treated a having Remained Stationary.

The Standard of Devastation

The Standard of Devastation symbolizes the defiance and devastating retaliation for which the Dark Angels are famed. Throughout its history, the banner has flown above numerous last stands, often found atop piles of enemy dead.

The bearer has the following ability: ‘Standard of Devastation (Aura): While a friendly DARK ANGELS CORE unit is within 6" of the bearer, each time a model from that unit makes an attack that targets the closest enemy unit, an unmodified hit roll of 6 scores 1 additional hit.


Battle Traits

When a DARK ANGELS unit gains a Battle Trait, you can use one of the tables below. If you do, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book or Codex: Space Marines.

INNER CIRCLE CHARACTER UNITS ONLY
D6TRAIT
1-3Knightly Paragon

This mighty warrior inspires all around him with feats of expert swordsmanship.

At the start of each Fight phase, select one enemy INFANTRY, BIKER or CAVALRY model that is within Engagement Range of this model and roll one D3. Until the end of the phase:
  • Subtract the result from that enemy model’s Attacks characteristic (to a minimum of 1).
  • If the result is greater than that enemy model’s Attacks characteristic, add 1 this model’s Attacks characteristic.
4-6Expert Hunter

This warrior excels at understanding the mindset of the Fallen, appearing able to know their movements even before the foe does.

At the end of each battle, roll one D6, adding 2 to the result if your opponent’s army contained any FALLEN units: on a 4+, this model gains 1 experience point and you gain 1 Unforgiven point.
RAVENWING AIRCRAFT UNITS ONLY
D6TRAIT
1-3Silver Talon

This pilot has been awarded the Silver Talon for his incredible feats of daring flying. Only a handful of Ravenwing pilots have ever been awarded this honour, but the prestige it imparts ensures their name goes down in legend.

Each time this model is selected to shoot, you can re-roll one hit roll or one wound roll when making that model’s attacks.
4-6Lightning Reflexes

This pilot effortlessly jinks his craft to avoid incoming fire.

Each time you use the High-speed Focus Stratagem, it costs 0CP if it is this model gaining the invulnerable save.
DEATHWING INFANTRY (EXCLUDING CHARACTERS) UNITS ONLY
D6TRAIT
1-3Staunch Hunters

These Deathwing have fought together for decades, always surviving against the odds.

At the start of each turn, one model in this unit regains up to 1 lost wound.
4-6Watched Over

This unit always seems to have the eyes of the Watchers upon them, guiding them towards their goal.

If this unit is equipped with a Watcher in the Dark, it can be used twice per battle instead of only once.
We recommend removing this units Watcher in the Dark model after this ability has been used for the second time.
RAVENWING BIKER OR LAND SPEEDER UNITS ONLY
D6TRAIT
1-3Swift Reactions

These swift scouts are able to read enemy fire patterns and accurately predict where the enemy fire will fall next, deftly avoiding harm.

This unit is always treated as having Advanced for the purposes of the Jink ability.
4-6Champions of the Ravenwing

These relentless watchers are the eyes and ears of Sammael. Wherever they go, nothing escapes their gaze, or their wrath, even at high speed.

Each time a model in this unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.
NON-DEATHWING INFANTRY UNITS ONLY
D6TRAIT
1-3Impassive Sentinels

When these warriors stand guard, it seems as though even the greatest force in the galaxy could not move them.

While this unit is within range of an objective marker, roll one D6 each time a model in this unit would lose a wound: on a 5+, that wound is not lost.
4-6Angels of Caliban

The Dark Angels will ever come to the aid of those who need it, intervening to protect those who cannot protect themselves.

This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.

Deathwatch Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with the Deathwatch, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Deathwatch units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

This content, available exclusively to the Deathwatch, is in addition to the Crusade rules found in Codex: Space Marines, and contains the following sections.

Agendas

If your Crusade army includes any DEATHWATCH units, you can select one Agenda from the Deathwatch Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

SECURE XENOTECH
Deathwatch Agenda

Some powerful xenos artefacts must be analysed, some must be destroyed, while others lie like some hideous jewel or prize. They call out with alluring signals, pulses of empyric power or chemical trails to those of their own kind, or one of the countless acquisitive and corruptible enemies of Mankind. They must be secured at all costs!

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents the Xenotech, but does not count as an objective marker for any other rules purposes. DEATHWATCH INFANTRY units from your army can perform the following action:

Secure Xenotech (Action): At the end of your Movement phase, one Deathwatch Infantry unit from your army can start to perform this action if it is within 3" of the Xenotech objective marker and no enemy units (excluding AIRCRAFT) are within 3" of that objective marker. This action is completed at the start of your next Command phase. If completed, remove the Xenotech objective marker from the battlefield.
  • If a unit completed this action, it gains 3 experience points.
  • If that unit is also wholly within your deployment zone at the end of the battle, it gains 5 experience points instead and, before your next battle, you can use either the Relic Requisition or the Bestowed in Honour and Necessity Requisition once for 0RP.
WATCH ETERNAL
Deathwatch Agenda

The xenos crawl from the outer dark, out of shadowy holes, from unlit hovels and across the barriers from hellish subrealms, eagerly grasping for the Emperors light. Throw them back, stand your vigil and let not one pass.

At the end of the battle, if there are no enemy units within 6" of your deployment zone (excluding AIRCRAFT), each DEATHWATCH unit from your army that was not destroyed during the battle gains 2 experience points.
SUFFER NOT THE ALIEN
Deathwatch Agenda

The Emperors realm recoils at the unnatural presence of the alien. Those who know of the Deathwatch are thankful that the battle-brothers do not.

You can only select this Agenda if your opponents army includes any TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE units.

Keep a Suffer Not The Alien tally for each unit from your army. Add 1 to a unit’s Suffer Not The Alien tally each time it destroys an enemy TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit.

Each unit gains 1 experience point for every 2 marks on its Suffer Not The Alien tally.
STRENGTH FROM DIVERSITY
Deathwatch Agenda

Stretched thin across the breadth of the Imperium, all Deathwatch are equipped to adapt to changing threats.

Keep a Ranged tally for each unit from your army. Add 1 to a unit’s Ranged tally each time it destroys an enemy unit with a ranged attack.

Keep a Melee tally for each unit from your army. Add 1 to a unit’s Melee tally each time it destroys an enemy unit with a melee attack.

If a unit has at least 1 mark on its Ranged tally and at least 1 mark on its Melee tally, it gains 2 experience points.
XENOPSYKER ASSAULT
Deathwatch Agenda

There is little as disturbing about the xenos as their alien thoughts, and perhaps none of their number as horrific as those who can manifest their sickening notions into reality.

You can only select this Agenda if your opponent’s army includes any TYRANIDS PSYKER, AELDARI PSYKER or ORK PSYKER units.

Keep a Xenopsyker Assault tally for each unit from your army. Add 1 to a unit’s Xenopsyker Assault tally each time a unit passes a Deny the Witch test as a result of a TYRANIDS PSYKER, AELDARI PSYKER or ORK PSYKER unit attempting to manifest a psychic power. Add 2 to a unit’s Xenopsyker Assault tally each time it destroys a TYRANIDS PSYKER, AELDARI PSYKER or ORK PSYKER unit.

Each unit gains a number of experience points equal to its Xenopsyker Assault tally.

Requisitions

If your Crusade force includes any DEATHWATCH units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book and Codex: Space Marines.

BESTOWED IN HONOUR AND NECESSITY1RP

Those who have risen to lead within the Deathwatch are heroic and valiant warriors, fitting custodians indeed for the esoteric and deadly relics of the watch fortresses.

Purchase this Requisition when you add a Crusade card for a DEATHWATCH unit to your Order of Battle, or when a DEATHWATCH unit from your Order of Battle gains a rank. You can use the Relic Requisition on that unit without spending any extra Requisition points. Select one model in that unit that has the word ‘Sergeant’ in their profile. For the purposes of the Relic Requisition, treat that model as if it were a CHARACTER. The Relic that model gains must be one of the following: Artificer Armour; Master-crafted Weapon; Digital Weapons; Banebolts of Eryxia; Artificer Bolt Cache.
KILL TEAM SPECIALISM1RP

There are those who are expert in their watch fortress’ manifold battle tactics, and those whose focus is legend.

Purchase this Requisition when a KILL TEAM unit (excluding KILL TEAM CASSIUS) from your army gains a rank of Battle-hardened or higher. You can upgrade that unit with a Kill Team Specialism; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
EXPIATION IN VIGIL1RP

With no expectation of reunion with former brotherhoods, a Black Shield’s vigil is undertaken with an iron will.

Purchase this Requisition when you add a Crusade card for a DEATHWATCH CORE unit to your Order of Battle. Select one model in that unit that is not a Black Shield or has the word ‘Sergeant’ in their profile; that model becomes a Black Shield. Change its Weapon Skill characteristic to 2+ and add 1 to its Wounds and Attacks characteristic. For the purposes of the Atonement Through Honour Stratagem, that model is considered a Black Shield model. Make a note of the model you selected on that unit’s Crusade card.
REARM, REFORM, REDEPLOY1RP

The highly versatile capacity of Deathwatch kill teams sees their composition and equipment alter mid-assignment.

Purchase this Requisition either before or after a battle. Select one of the KILL TEAM units from your Crusade force. You can reconfigure the wargear options of any models in that unit. In addition, you can remove any number of optional models from that unit; for each model that you remove, you must add a new model to the unit following the usual restrictions specified on that unit’s datasheet. You cannot make any changes that would cause your total Power Level to exceed your Crusade force’s Supply Limit. Once you have made all changes to that unit, adjust its Crusade card accordingly.

Battle Traits

When a DEATHWATCH unit gains a Battle Trait, you can use one of the tables below. If you do, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book or Codex: Space Marines.

DEATHWATCH WATCH MASTER AND CAPTAIN UNITS ONLY
D6TRAIT
1-3Voice of Experience

Having led countless successful missions, this commander's weighty authority is a tangible presence felt far and wide.

At the start of your Command phase, you can select one friendly DEATHWATCH unit within 6" of this model. Until the end the turn, that unit is always considered to be within range of this model’s aura abilities.
4-6Executioner Emeritus

This officer’s vigil has lasted many long years; he is a veteran amongst veterans and he knows the weaknesses and frailties of more foes than most living Space Marines.

Each time this model makes an attack, improve the Armour Penetration characteristic of that attack by 1.
DEATHWATCH CHAPLAIN UNITS ONLY
D6TRAIT
1-3Perpetual Repugnance

Hate for the xenos fuels this Chaplain's bombastic and bloodfilled recitations.

Each time this model recites a litany, if it is within 12" of a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit, that litany is automatically inspiring (do not roll).
4-6Promulgator of the Litany

This soul warden has selflessly studied the tenets of every warrior under his care that he might heal any divisions. Deeply respected by all, the Chaplain unites the spirits of his battle-brothers with the Litany Xenomortis.

Add 6" to the range of this model’s Spiritual Leaders ability.
DEATHWATCH LIBRARIAN UNITS ONLY
D6TRAIT
1-3Scholar of the Forbidden Librarius

This psyker's mind is as adaptable as their Chapter’s tactics.

At the beginning of each battle, this model can replace its Smite psychic power with one psychic power from the Xenopurge discipline. It knows that power until the end of that battle.
4-6Mental Duellist

This Librarian has sustained an extended vigil; his seasoned empyric senses have been honed to a weapon that has engaged in many mind-wars with xenos witches.

Once in each of your opponent’s Psychic phases, you can re-roll one Deny the Witch test taken for this model.
DEATHWATCH UNITS ONLY (excluding VEHICLES)
D6TRAIT
1Duty’s Bond

As each Space Marine originates from a warrior brotherhood, it is in the fires of battle — shedding xenos blood at each other’s side - that true bonds of fellowship are forged.

Each time this unit is selected for the Brotherhood of Veterans Stratagem, that Stratagem costs 0CP to use.
2Unwavering Enmity

The Deathwatch sustain their hatred, feeding the fires of their wrath to illuminate the dark galaxy.

While this unit is within Engagement Range of a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit, it is always treated as having made a charge move for the purposes of the Shock Assault ability.
3Chosen Prey

These veterans have raised the slaying of a particular breed to a high art, the creatures’ every flaw and weakness known to them.

When a unit gains this Battle Trait, select one of the following Faction keywords: TYRANIDS; AELDARI; ORK; NECRONS; T’AU EMPIRE. Each time a model in this unit makes an attack against an enemy unit with that keyword, add 1 to that attack's hit roll.
4Rapid Appraisal

Utilising their subliminal psychoconditioning, the most experienced veterans identify their target and select and load the relevant shell with an effortless and lethal speed.

Each time this unit is selected for the Special-issue Loadout Stratagem, that Stratagem costs 0CP to use.
5Mobile Hunters

The Deathwatch know more than most how the xenos cannot simply be waited for; they must be hunted down, swiftly and remorselessly.

For the purposes of the Bolter Discipline ability, this unit always counts as having Remained Stationary.
6Special Operations

Often do Deathwatch kill teams operate alone and unsupported deep inside xenos lines. There, they maintain the primacy of mission objectives, for they understand the threat they face.

While this unit is within the opponent’s deployment zone, it has the Objective Secured ability (if this unit already has the Objective Secured ability, then for the purposes of determining which player controls an objective marker, each model in this unit counts as two models).

Masters of the Specialisms

Masters of the Specialisms are a new type of Battle Honour that can be given to DEATHWATCH CAPTAIN models and DEATHWATCH WATCH MASTER models. When a DEATHWATCH CAPTAIN or DEATHWATCH WATCH MASTER model from your army would gain a Battle Honour, you can instead choose for it to gain one of the Master Specialisms listed below. As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Master Specialism, and increase its Crusade points total by 1.

Each DEATHWATCH CAPTAIN model can only have a single Master Specialism, and your Order of Battle cannot include more than one DEATHWATCH CAPTAIN model with the same Master Specialism (e.g. you cannot have two DEATHWATCH CAPTAIN models with the Master Venator Specialism). Watch Masters are veteran members of the Deathwatch with countless years of experience and expertise. DEATHWATCH WATCH MASTER models can have more than one Master Specialism.

Master Venator

A peerless hunter, a Master Venator pre-empts the enemy’s swift movements, directing his warriors in a combination of ambush, encirclement and interweaving fire patterns that none escape.

  • This model is upgraded with the VENATOR Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit with the Fast Attack or Flyer Battlefield Roles during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3.

Master Malleus

Masters Malleus follow in the footsteps of the famed Watch Captain Brontos. They know the patterns of power relays, exposed ganglions and volatile fluids whose penetration can silence heavy guns and down the most monstrous of xenos.

  • This model is upgraded with the MALLEUS Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Roles during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3 (it gains +6 experience points instead if any of those destroyed units had the Lord of War Battlefield Role).

Master Dominatus

Exploiting the weaknesses of the enemy’s hulking or specialist praetorians is the expertise of a Master Dominatus. The foe’s prized assets are dismantled through his vast knowledge.

  • This model is upgraded with the DOMINATUS Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit with the Elites Battlefield Role during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3.

Master Aquila

The tenets of a Master Aquila draw upon a wealth of ancient data and personal experience, but also upon an ability to correlate, strategise and assess rapidly and repeatedly, often on instinct. A Master Aquila is an exemplar of the Deathwatch’s adaptability.

  • This model is upgraded with the AQUILA Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 4 experience points instead of 3.

Master Furor

Furor tactics are one of the most fundamental of the Chapter’s doctrines. One feted as a Master Furor is the bane of heinous multitudes, orchestrating dismemberment on vast scales.

  • This model is upgraded with the FUROR Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed at least two enemy units with the Troops Battlefield Role during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3.

Master Purgatus

Masters Purgatus are far more than visceral executioners. They stoke sedition in enemy hierarchies, despatch assets to cut off escape routes and deploy sniper teams for perfect head shots.

  • This model is upgraded with the PURGATUS Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit with the HQ Battlefield Role during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3.

Named Characters
Watch Captain Artemis always has the FUROR Specialism. This does not increase his Power Rating or Crusade points.


Battle Scars

Excluding CHARACTER units, each time a DEATHWATCH INFANTRY or DEATHWATCH BIKER unit gains a Battle Scar, you can select a Battle Scar from those listed below instead of using the table in the Warhammer 40,000 Core Book. All the normal rules for Battle Scars apply (e.g. a unit cannot have more than six Battle Scars). As with any Battle Scar, make a note on the unit’s Crusade card, but unlike other Battle Scars, do not decrease a unit’s Crusade points for acquiring one of the Battle Scars listed below.

BRING NOT SHAME TO YOUR CHAPTER

Believing they have sullied their respective Chapters’ names, these warriors fight with wild abandon to reclaim their honour.

You can only select this Battle Scar if the unit gained no more than 1 experience point from the battle.

  • In your Shooting phase, each time this unit is selected to shoot, roll one D6: on a 1, until the end of the phase, models in this unit can only target the closest eligible enemy unit.
  • In your Charge phase, each time this unit declares a charge, roll one D6: on a 1, until the end of the phase, this unit can only select the closest enemy unit as the target of its charge.
  • You can select this unit as the target of the Atonement Through Honour Stratagem, even if it does not contain a Black Shield. If this unit does contain a Black Shield model, that Stratagem costs 0CP if it is this DEATHWATCH unit that is selected.

A BROTHERHOOD IN TURMOIL

Tensions that were once mastered resurface and volatile brothers clash, crippling team cohesion and stoking a simmering rage.

You can only select this Battle Scar if you lost the battle.

  • Add 1 to the Strength characteristic of models in this unit.
  • Add 1 to Advance and charge rolls made for this unit.
  • Apply the effects of the Disgraced and Mark of Shame Battle Scars to this unit. Note that the effects of these Battle Scars do not count as additional Battle Scars for this unit.

XENOPHOBIC FURORE

A seething hatred for their xenos tormentors drives out of these warriors’ minds all thoughts save furious retribution.

You can only select this Battle Scar if the unit was destroyed by a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit. When a unit gains this Battle Scar, make a note of the Faction keyword of the enemy unit that destroyed this unit on its Crusade card. While there are any units on the battlefield with the Faction keyword noted:

  • Add 1 to the Attacks characteristic of models in this unit.
  • This unit cannot perform actions.
  • Models in this unit are ignored for the purposes of determining who controls objective markers.


Special-issue Equipment

When a DEATHWATCH INFANTRY or DEATHWATCH BIKER unit gains a Battle Honour, you can select one from the following categories instead of selecting one from the Warhammer 40,000 Core Book or Codex: Space Marines. If you do, roll one D6 and consult your chosen table below to randomly determine what item of Special-issue Equipment the unit gains, or choose one that tells the best narrative for your unit.

A unit cannot have more than one item from each of these categories. Models in a unit do not have to be equipped with a weapon that has the Special-issue Ammunition ability in order to gain an item from the Special-issue Ammunition category (they could still make use of this item with the Special-issue Loadout Stratagem). As with any Battle Honour, make a note on the unit’s Crusade card when it gains an item of Special-issue Equipment and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

Special-issue Wargear
D6WARGEAR
1Onyx-class Blind Grenades

These miniaturised canisters spew a dense cloud of opaque gas and refractive filaments that shroud a kill team's operatives.

This unit gains the SMOKESCREEN keyword.
2Dragonheart Charges

The origins of these devices - each fusing a cryptic chemical reaction producing a ‘living’ plasma - reside in a city-sized, multi-layered tank many miles under the surface of Vorg II.

This unit gains the Melta Bomb keyword.
3Neurostun Grenades

These detonate in a vapour of metallic dust through which runs a painful electrostatic charge able to disrupt the senses.

This unit gains the SHOCK GRENADES keyword.
4Heuristic Revelators

These vigilant machine spirits are housed in auspicators or gun sights, granting access to extra targeting data and hissing in binharic condemnation at every cowering enemy.

Each time a model in this unit makes a ranged attack against an enemy unit within 18" of it, the target does not receive the benefits of cover against that attack.
5Teleport Transponders

Such technology is rarely made, but rather hoarded, each transponder a unique artefact. Some hide in armourflourishes, are worked into signet rings or even form revered sigils.

Each model in this unit gains the Teleport Strike ability.
6Soultrawl Divinator

These powerful scanners, worked into handheld units or perhaps mounted on armoured forearms, are thought to detect the malevolent intent that stains an enemy's spirit.

The cost of the Auspex Scan Stratagem is 1CP if it is this unit that is selected. Each time this unit is selected for the Auspex Scan Stratagem, it can target a unit within 18" instead of 12".

Items from the category below are considered additional special-issue ammunition types to those presented here. If a unit has an item from the category below, each time you choose for a model in that unit to fire special-issue ammunition, you can use that ammunition type instead of one of the ones presented here.

Special-issue Ammunition
D6AMMUNITION
1Derevenant Shells

Developed by Deathwatch survivors from Fort Volossia, these bolts contain a cyclic temporal core found to disrupt Necron reanimation long enough for their remains to vanish entirely.

Each time an attack made with a weapon firing this special-issue ammunition destroys a NECRONS model, until the end of the phase, a Reanimation Protocol roll cannot be made for that model.
2Helspears

Many are the entities - xenos and otherwise - that hide behind the warp’s corrupting power. Sheathed in a proscribed material, these bolts can pierce their hellish defences.

Each time an attack is made with a weapon firing this special-issue ammunition against a DAEMON or PSYKER unit, invulnerable saving throws made against that attack are only successful on an unmodified roll of 6.
3Tempest Bolts

Seething with barely constrained voltaic wrath, these bolts detonate in a crackle of coruscating energy that worms its way into every delicate system of enemy war engines.

Each time an attack is made with a weapon firing this special-issue ammunition, subtract 6" from the Range characteristic of that attack, and if the target of that attack is a VEHICLE unit, an unmodified wound roll of 4+ is always successful.
4Metal Storm Frag Shells

Replacing the usual mass-reactive tip with a proximity detonator, these shells erupt in a blizzard of slicing shards.

Each time an attack is made with a weapon firing this special-issue ammunition, that attack has a Type characteristic of Assault D3 and the Blast ability.
5Thermic Penetrator Rounds

Supplemented by thermic acceleration, these bolts are released at hypervelocities that result in near instant hits.

Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic ofthat attack by 1 (this is cumulative with the Armour Penetration characteristic bonus conferred by the Combat Doctrines ability).
6Inertial Fusion Bolts

A series of micro vacuum wells collapse on detonation. Like a crushing fist, they violently implode and cause horrendous, gaping craters in whatever they penetrate.

Each time an attack is made with a weapon firing this special-issue ammunition, the target cannot make use of any abilities that allow them to ignore wounds.

Crusade Relics

When a DEATHWATCH CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics apply.

Artificer Relics

A DEATHWATCH CHARACTER model can be given the following Artificer Relic instead of one of the ones presented in the Warhammer 40,000 Core Book.

The Arachnosavant’s Illuminator

A creation of the artificer lord known as the Arachnosavant, this small but heavily shielded device imbues the specialist shells of a weapon with an excoriating radiation.

Select one weapon that the bearer is equipped with that has the Special-issue Ammunition ability. Each time an attack is made with this weapon, if the attack successfully wounds, it inflicts 1 mortal wound on the target and the attack sequence ends.


Antiquity Relics

A DEATHWATCH CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a units total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Mag-pulse Discharger

This wrist-mounted defensive device is as much a psychological weapon. The warrior thrusts his palm towards approaching xenos hordes, his disgust seeming to be a divine force driving them back.

Once in each of your opponent’s Charge phases, when an enemy unit within 12" of the bearer is selected to charge, you can choose for the bearer to use this Relic. If you do, until the end of the turn, subtract 2 from charge rolls for that unit.


Legendary Relics

A DEATHWATCH CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Watcher’s Veil

This ancient piece of archeotech projects an aura of nebulous confusion; enemies find their gaze sliding away from the bearer, unable to focus. The densest xenos lairs are breached, their ranks of sentries and outer defences bypassed to reach apriority target.

The bearer has the following ability: ‘The Watcher’s Veil (Aura): While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit is within 6" of the bearer, that unit cannot be targeted if the firing model is more than 30" away, and each time a ranged attack is made against that unit, subtract 1 from that attack’s hit roll.’


Space Wolves Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with Space Wolves, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Space Wolves units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any SPACE WOLVES units, you can select one Agenda from the Space Wolves Agendas, listed below. This is a new Category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one Space Wolves Agenda).

AN AUDACIOUS BOAST
Space Wolves Agenda

The greatest warriors of the Space Wolves are known not only for their martial prowess, but also for their bravado, often spending the night before the battle swearing mighty oaths to out-do their fellow warriors on the battlefield.

When you select this Agenda, select one SPACE WOLVES CHARACTER unit from your army, and then select one or more of the boasts from the list below (make a list of each boast your select):
  • First to the Fray: Your CHARACTER will always be the first unit in your army to declare a charge in every one of your turns (assuming that it is eligible to charge).
  • Never Back Down From a Fight: Your CHARACTER will perform a Heroic Intervention in every one of your opponents Charge phases (assuming it eligible to do so).
  • Tear Through Their Armour: Your CHARACTER will destroy an enemy VEHICLE unit* during the battle.
  • Slay the Beast: Your CHARACTER will destroy an enemy MONSTER unit* during the battle.
  • Bring Back Their Heads: Your CHARACTER will destroy an enemy CHARACTER unit* during the battle.
  • Cut Down the Tyrant: Your CHARACTER will destroy the enemy WARLORD* during the battle.
  • Leave Behind a Trail of Corpses: Your CHARACTER will destroy 10 or more enemy models throughout the battle (keep a tally if you select this boast).
  • Break Through Their Lines: Your CHARACTER will be wholly within your opponents deployment zone at the end of the battle.
  • Claim the Prize: Your CHARACTER will be within range of an objective marker at the end of the battle.
  • ...Without a Scratch: Your CHARACTER will end the battle with all its wounds remaining.
At the end of the battle, if the selected CHARACTER has achieved all of the selected boasts, that unit gains a number of experience points equal to the number of boasts selected. If they fail to achieve any of the selected boasts, that unit does not gain any experience points for this Agenda. Note that all the boasts marked * are mutually exclusive - if your CHARACTER destroys a unit that has several of these keywords, its destruction only counts towards achieving one boast (of your choice).
SHOW THEM HOW WE FIGHT
Space Wolves Agenda

The hand-picked elite of each Great Company are not only expected to uphold the martial honour of their Wolf Lord, but also to provide an inspirational example to the youngest members of the company.

Each time an enemy unit is destroyed by a WOLF GUARD model from your army, you can select one friendly BLOOD CLAWS unit that is within 6" of them. If you do, that Blood Claws unit gains 1 experience point.
A WORTHY TROPHY
Space Wolves Agenda

Each Space Wolf seeks to bring down the mightiest foe the enemy can throw at them, both toprove their martial prowess to their fellows and earn a great tale to tell.

At the start of the battle, identify which 3 models in your opponent’s army have the highest Wounds characteristics - these are trophy targets. If any units are tied, you can select which of those will be trophy targets. Each time a trophy target is destroyed by a melee attack made by a SPACE WOLVES model from your army, that model’s unit gains 3 experience points.
CIRCLING WOLVES
Space Wolves Agenda

Like the flesh-hungry predators of their home world, the warriors ofFenris encircle their foe, ensuring no escape, before launching devastating attacks from multiple angles.

At the end of the battle, you can select either three or four friendly SPACE WOLVES units from your army (excluding AIRCRAFT units). Each unit selected must be wholly within 9" of a different corner of the battlefield. Each of the selected units gains 2 experience points.
A GLORIOUS DEATH
Space Wolves Agenda

Those who witness a Lone Wolf meet their glorious end with a snarl on their lips and a weapon in their hand regale each other with tales of honour regained.

You can only select this Agenda if you have a LONE WOLF in your army (see Lone Wolf Requisition). If that LONE WOLF is destroyed during the battle by an attack made by an enemy CHARACTER, VEHICLE or MONSTER model, you can remove that unit from your Order of Battle instead of taking an Out of Action test for it. If you do, each other SPACE WOLVES unit in your army gains 2 experience points.

Requisitions

If your Crusade force includes any SPACE WOLVES units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book and Codex: Space Marines.

HERO OF RENOWN0/1RP

This champion’s deeds are already acclaimed throughout the Chapter and beyond, his reputation so widely regarded that his presence inspires feats of exceptional daring.

Purchase this Requisition after a battle. Select one SPACE WOLVES CHARACTER from your army that has a Space Wolves Warlord Trait and that achieved its Deed during the battle. If the CHARACTER you selected is a named character, this Requisition costs 0RP, otherwise it costs 1RP. The selected Character is always treated as having completed the Deed associated with their Warlord Trait in any further battles it fights in - increase that CHARACTER’s Crusade points total by 1.
PACK BONDS1RP

Deeds achieved by the pack are told and retold, oft embellished, cementing the pack’s fellowship through their shared adventures. Individual heroism builds a warriors personal saga, but the tales they recall with laughter, mock affront and rivalry seal the legend of the pack as a whole.

Purchase this Requisition after a battle. Select one SPACE WOLVES INFANTRY, SPACE WOLVES BIKER or SPACE WOLVES CAVALRY unit (excluding CHARACTER units) from your Order of Battle that was Marked for Greatness at the end of the battle and that has not been selected for this Requisition previously. Increase that unit’s Crusade points total by 1 and then select two different Tales from the list below.
  • Tale of the Raven’s Luck: Every model in the unit has a 5+ invulnerable save.
  • Tale of the Thunderstrike: Select one model in the unit and add 1 to its Strength characteristic.
  • Tale of the Stormblade: Select one model in the unit and add 1 to its Attacks characteristic.
  • Tale of the Fire Strike: Each time the unit Advances, until the end of the turn, all Pistol and Rapid Fire weapons models in the unit are equipped with are treated as Assault weapons.
  • Tale of the Oathbound: Each time a Morale test is taken for the unit, it is automatically passed.
  • Tale of the Impetuous: Each time a model in the unit makes a pile-in or consolidation move, it can move up to an additional 1".
  • Tale of the Longstriders: Add 1 to Advance rolls made for the unit.
  • Tale of the Shrewd Hunt: This unit is eligible to declare a charge in a turn in which it Fell Back.
LONE WOLF1RP

Sometimes a pack will suffer such terrible casualties that it is reduced to a single survivor: one who has lost his battle-brothers to a man and has yet to earn a place in his lord’s Wolf Guard. With nothing left to him but bitter revenge, he swears a great oath of vengeance, etches his pack’s names into his blade or his flesh and stalks the battlefield seeking out monstrous foes. These he vows to slay in the names of his dead packmates, or die a heroic, yet solitary, death.

Purchase this Requisition when a SPACE WOLVES INFANTRY unit that contains two or more models gains a Battle Scar. Remove that unit from your Order of Battle and replace it with the appropriate option from the list below:
The new unit must be drawn from the same Chapter as the unit it replaces and you cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The newly added unit starts with the same number of experience points as the unit it replaced and immediately gains the appropriate number of new Battle Honours for its rank. Each unit added to your Order of Battle using this Requisition gains the following ability:

Honour in Death: Each time this model makes a melee attack, you can re-roll the hit roll.
THE WOLF AND THE LION1RP

Whenever the Space Wolves and Dark Angels fight side by side, an ancient tradition often sees each nominate a champion to settle the grudge said to have existed between the Primarchs Leman Russ and Lion El’Jonson.

Purchase this Requisition at any time. Select one INFANTRY or BIKER model from your army that is not a CHARACTER. Each model can only be selected for this Requisition once. Add 1 to that model’s Attacks characteristic, and that model gains the following ability:

Victory Over the Sons of the Lion: Each time this model makes a melee attack against a DARK ANGELS unit, add 1 to that attack’s hit roll and wound roll.

Battle Traits

When a SPACE WOLVES unit gains a Battle Trait, you can use one of the tables below to instead of one of the tables in the Warhammer 40,000 Core Book or Codex: Space Marines to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rule for Battle Trait apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

SPACE WOLVES WOLF PRIEST UNITS
D6TRAIT
1-3Wise Healer

This Wolf Priest is an expert in the healing arts, from bioshunt nano-surgery to neural gene-threading and more, able to restore gravely injured warriors to the fight in short order.

If this model is part of your Crusade army, and if it has not been taken out of action during a battle, then at the end of the battle you can ignore one failed Out of Action test taken for a SPACE WOLVES unit (excluding VEHICLE and BEAST units) - that test is treated as having been passed instead.
4-6Chooser of the Valiant

This black-armoured priest speaks with the wisdom of one who has mentored some of the Chapter’s greatest warriors, and his every guttural intonementis hung upon.

Each time this model recites a Litany of Battle, add 1 to the roll to see if the litany is inspiring.
SPACE WOLVES CAVALRY UNITS
D6TRAIT
1-3Deadly Predators

This pack’s Thunderwolves once preyed on ice trolls and cave wyrms, a single bite capable of ripping most warriors in two.

Add 1 to the Damage characteristic ofthis unit’s crushing teeth and claws.
4-6Bionic Enhancement

Each time this pack's mounts have suffered injury in battle, the Iron Priests have ensured they return even stronger.

Each time a model in this unit would lose a wound, roll one D6; on a 6, that wound is not lost.
SPACE WOLVES BEAST UNITS
D6TRAIT
1-3Perceptive Companions

This pack tracks the enemy closely overthe most tortured battlefield, alerting their masters to nearby threats.

The Auspex Scan Stratagem costs 0CPs to use if an enemy unit is set up as reinforcements within 12" of this unit this turn.
4-6Coordinated Hunt

With bounding leaps, these beasts fall upon the enemy with frenzied attacks, leaving them easier prey for their masters.

If this unit successfully charges any enemy units, until the end of the phase, each time another friendly SPACE WOLF unit declares one of those enemy units as the target of a charge you can re-roll the charge roll made for that unit.
SPACE WOLVES CHARACTER UNITS (EXCLUDING VEHICLES)
D6TRAIT
1-2Mark of the Wulfen

Lurking deep within each Space Wolf is the dark spectre of the Wulfen. It waits to consume the warrior and render them into a frenzied beast, responding to the howls of those already lost.

Add 1 to this model’s Attacks characteristic (whilst this model is within 6" of any WULFEN units from your army, add 2 to this model’s Attacks characteristic instead).
3-4Alpha of the Lone Hunt

From the moment this hero hunted down and killed their former alpha male, the pack’s survivors instinctively treat him as their new leader, accompanying their master to battle, fighting at his side and protecting him from danger.

  • This model has the following ability: ‘Pack Alpha (Aura): while a friendly SPACE WOLVES BEAST unit is within 3" of this model, add 1 to the Attacks characteristic of models in that unit.’
  • While this model is within 3" of any SPACE WOLVES BEAST units, enemy models cannot target this model with ranged attacks.
5-6Runic Tattoos

As a ward against ill omens and evil sorcery, some warriors daub their body in warding marks or ink their leathery skin with runes, beast-forms and curving, elaborate knotwork.

Each time this model suffers a mortal wound in the Psychic phase, roll one D6; on a 4+, that mortal wound is ignored.

Deeds of Making

Deeds of Making are a new type of Battle Honour that can be given to SPACE WOLVES CHARACTER models. When a SPACE WOLVES CHARACTER model from your army would gain a Battle Honour, you can instead choose for to gain one of the Deeds of Making listed below.

Each model can only have a single Deed of Making, and your Order of Battle cannot include more than one Character from the same Chapter with the same Deed of Making. As with any Battle Honour, make a note on the units Crusade Card when it gains an Deed of Making, and increase its Crusade points total by 1.

WYRMSLAYER

In his headstrong youth, Targal had once launched himself from an airborne Thunderhawk to catch a giant leathery-winged xenos beast. Intercepting it mid-flight, he crunched into its carapace like a comet before plunging his blade through its foul heart.

Each time this model is selected to fight, if an enemy MONSTER unit is within Engagement Range, until the end of the phase add D3 to this model’s Attacks characteristic.

VOIDSAILOR

Jaegar was a far traveller; he had crossed and re-crossed the Sea of Stars and the Sea of Souls to reach battlefields beyond count.

This model gains 1 additional experience point each time it successfully completes an action whilst it is wholly within your opponents deployment zone.

IRONBROW

The unyielding Forgyr had a humourless resolve and a skull so hard he once headbutted an Ork into unconsciousness.

If you use the Only in Death Does Duty End Stratagem when this model is destroyed, it costs 0CP.

WYRDMEET

Gladly did Ottar plunge headlong into the fiercest fray again and again as if seeking his own doom, daring it to face him.

Out of Action tests taken for this model are automatically passed.

GRYMBANE

A black anger possessed Cnurtha the day he vowed to vent his monumental fury against those Necrons who had severed his arm.

Each time this model is destroyed, make a note on this models Crusade card of the name of the Crusade Army that the unit that destroyed it belonged to. The next time this model destroys a unit from that army, this model gains 5 experience points.

REDAXE

Never did his Great Company forget the day on Alaric Prime when Haegr’s axe wept great sheets of blood in frenzied attacks.

Each time this model fights, if there are 5 or more enemy models within Engagement Range of it, then until that fight is resolved, add 1 to this model’s Attacks characteristic.

STARSPEAR

With the fury of a star’s heart, Leif called down a precision lance strike that was like a spiteful glance from the Wolf’s Eye.

While this model is on the battlefield, the Orbital Bombardment Stratagem costs 1 Command point.

KEELCLEAVE

Ulfrich broke the metal spine of the heretics’ ‘pleasure barque’ with his bare hands, ripping out its entrails of pipes with his fangs.

Each time this model makes a melee attack against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage.

MURKSTALKER

Jenes stalked like a spirit that day, moving as a silent ghost through the thickening gloom before taking his prey unaware.

This model gains the Outflank ability.

HEARTHBREAKER

Only Kjelen saw the weakness in the xenos Pha's tetrasphere, and he razed their home: their fortress, the very essence of their being.

This model has the following ability: ‘Hearthbreaker (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack against a BUILDING unit, you can re-roll the wound roll.’

FIRE-EYE

At the Feast of a Thousand Blades, Narvun silently stared into the firepit. What he saw in there, he would never tell, but on the eve of battle his uncanny advice averted disastrous defeat.

If this model is part of your Crusade army, after Agendas are revealed, roll one D6; on a 4+, you can replace one of your selected Agendas with another.

STORMSTRIDE

When Jerrodh fought at the Blood Palace, his entry into battle was like a lightning bolt, a violent burst of energy from which emerged his bloody, reaping blades.

This model gains the Teleport Strike ability.

BLACKHOWL

Darvi’s chilling howl seemed drawn from the gullet of Morkai himself, a deep resonance that set his brothers’ bestial urges racing.

Each time you select this model as the target of the Bestial Nature Stratagem, you gain 1 Command point.

SCARSTRUCK

Like a cratered nest of vipers were the ugly scars to Karulf’s front, and many brothers had he lost; yet mere scars were all they were, for even overwhelming odds could not pierce his powerful frame.

Each time a melee attack is made against this model’s unit, subtract 1 from that attacks wound roll.


Crusade Relics

When a SPACE WOLVES CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Antiquity Relic

A SPACE WOLVES CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Wyrdmaker’s Helm

This snarling wolf helm contains lenses crafted from slivers of endothermic ice-diamond, mined miles beneath the fortress of the Fang and micro-etched with runes of far-seeing. Many of its wearers have carefully discarded it, claiming it is cursed, but those who persevere gain glimpses of a future which flicker as brief visions, warning of danger to come.

  • Once per turn, you can re-roll one hit roll, one wound roll or one damage roll made for the bearer.
  • The bearer has a 4+ invulnerable save.


Legendary Relic

A SPACE WOLVES CHARACTER of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic a it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Spear of Russ

Gifted to him by the Emperor himself, Leman Russ considered this a weapon of ill omen and rarely carried it to war. Containing a short-ranged micro-teleportation array, the weapon possesses the ability to return to the wielder’s hand when thrown. This ability was frequently put to the test by Leman Russ himself, who would hurl the weapon away in moments of anger, leaving it to be retrieved by his bemused Wolf Guard. Whether blessed or cursed, this ancient weapon has been used in battle by some of the greatest heroes of the Space Wolves, turning the tide of many a battle at the crucial moment.

Once per battle, in your Command phase, the bearer can take up the Spear of Russ and wield it. If it does, they cannot use any other ranged or melee weapons for the rest of the battle round, but are equipped with the following weapons:

WEAPON
RANGE
TYPE
S
AP
D
Spear of Russ (shooting)
Spear of Russ (shooting)
18"
Assault 1
x2
-4
6
Abilities (shooting): While a SPACE WOLVES unit is within 6" of the bearer, each time a model in that unit makes a melee attack, subtract 1 from that attack’s hit roll.
Spear of Russ (melee)
Spear of Russ (melee)
Melee
Melee
x2
-4
3
Abilities (melee): While a SPACE WOLVES unit is within 6" of the bearer, each time a model in that unit makes a melee attack, subtract 1 from that attack’s hit roll.


Tome Keepers Crusade Rules

If your Crusade army includes any TOME KEEPERS units, when one of them gains a Battle Honour, you can select one of the following instead of any others available to that unit.

Crusade Relics

When a TOME KEEPERS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

A TOME KEEPERS CHARACTER model can be given the following Artificer Relic instead of one of the ones presented in the Warhammer 40,000 Core Book.

Vexilla Indomitus

This stone lexicon is carved from the bedrock of the Tome Keepers’ home world and mounted atop the honoured brother’s backpack. For the bearer, it provides a connection to his planet of birth and tells all who see it of his unbreakable constitution.

  • Add 1 to the bearer’s Wounds characteristic.
  • Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.


Antiquity Relics

A TOME KEEPERS CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has – this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Helm of Viator

This ornate helm, reworked from the helm of the Tome Keepers’ founder himself, includes a full suite of archival systems. These ensure no detail is lost, as well as allowing full access to the entire suite of tactical doctrines collated by the Tome Keepers over the millennia.

In your Command phase, you can select one friendly TOME KEEPERS CORE unit within 6" of the bearer. Until the start of your next Command phase, when that unit is selected to shoot or fight, you can select which Combat Doctrine is considered to be active for that unit.


Legendary Relics

A TOME KEEPERS CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has – this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Tome of Istrouma

Ordinarily stasis-sealed alongside the White Book, this tome is a priceless relic of the Tome Keepers that carries the names of all the Chapter’s fallen warriors. While it would be an unconscionable tragedy if it were lost, the inspirational power of the book cannot be denied, and so, in times of great need, its protective stasis crate can be brought forth onto the battlefield in the hands of the Chapter’s greatest champions.

Once per battle, in your Command phase, the bearer can unveil the Tome of Istrouma. When they do so, until your next Command phase, this model has the following abilities:

  • Aura of Stoicism (Aura): While a friendly TOME KEEPERS unit is within 6" of the bearer, that unit automatically passes Morale tests.
  • If the bearer is a LIBRARIAN, until the end of the battle, that model knows one additional psychic power. Select one additional psychic power from the same discipline this LIBRARIAN’S other powers are taken from.
  • If the bearer is a CHAPLAIN, until the end of the battle, that model knows one additional Litany. Select one additional Litany from the Litanies of Battle from Codex: Space Marines.


Psychic Fortitudes

When a TOME KEEPERS PSYKER unit gains a Battle Honour, they can be given one of the following Psychic Fortitudes instead of one of the ones listed in the Warhammer 40,000 Core Book.

PSYCHIC FORTITUDES
D6PSYCHIC FORTITUDE
1-3Focused Will: Each time this model attempts to manifest the Smite psychic power, add 1 to the Psychic test.
4-6Tactical Mind: Each time this model attempts to manifest a psychic power from the Indomitus discipline, add 1 to the Psychic test.

The Pursuit of Knowledge

If your Order of Battle includes any TOME KEEPERS units, you can choose to keep a tally of Knowledge points gained during battles. Make a note of any points gathered (the Crusade Goals, Notes and Additional Information box on your Order of Battle is ideal for this).

Knowledge points are gained from the following:
  • Each time you win a battle and your army included any TOME KEEPERS units.
  • Each time a melee attack made by a TOME KEEPERS model from your army destroys an enemy CHARACTER unit that has a Warlord Trait, gain 1 Knowledge point. If that CHARACTER unit’s model has any scrolls, books or other repositories of information on them, gain 1 additional Knowledge point. Agree with your opponent before each battle which CHARACTER models are eligible for this bonus.
  • Each time a TOME KEEPERS unit from your army completes an action as part of a Shadow Operations Agenda or completes the psychic action as part of the Scry Battle Plans Warpcraft Agenda to a maximum of 3 per battle.
  • Through selecting the following Agenda:

SEEK KNOWLEDGE
Adeptus Astartes Agenda
Keep a Seek Knowledge tally for each unit from your army. Add 1 to a unit’s Seek Knowledge tally each time it successfully completes the following action:

Seek Knowledge (Action): TOME KEEPERS units from your army (excluding CHARACTERS) can start to perform this action at the end of your Movement phase if it is within an area terrain feature. This action can only be performed on each area terrain feature once per turn. The action is completed at the end of your turn.

Each unit gains a number of experience points equal to their Seek Knowledge tally (to a maximum of 3). At the end of the battle, if the total of all Seek Knowledge tallies in your army is 5 or more, gain 1 Knowledge point.

Educated Strategies

Knowledge points can be spent before a battle on the following Educated Strategies. Each will tell you how many Knowledge points must be deducted from your total to use.

EDUCATED STRATEGIES
KNOWLEDGE POINTS COSTABILITY
3Change of Strategy: At the end of the Select Agendas step, you can use this ability if your army contains any TOME KEEPERS Detachments. If you do so, you can replace one of the Agendas you have selected with another eligible Agenda.
5Flexible Planning: At the end of the Select Agendas step, you can use this ability once if your army contains any TOME KEEPERS Detachments. If you do so, you can select one additional Agenda, following all the normal rules.
2Strategic Knowledge: Once per battle, when you use a Stratagem, you can use this ability if your army contains any TOME KEEPERS Detachments. When you do, reduce the Command point cost of that Stratagem by 1 (to a minimum of 1).
4A Learning Experience: When you select the Devastating Blow option for a TOME KEEPERS unit from your army that has failed an Out of Action test, you can use this ability. After resolving the Devastating Blow, this unit gains D6+2 experience points.
2Quiet Reflection: In the Update Experience points step, when a TOME KEEPERS unit from your army gains any experience points, you can use this ability once. That unit gains 1 additional experience point.
3Applied Wisdom: When you gain any Requisition points after a battle, you can use this ability once if your army contained any TOME KEEPERS Detachments. If you do, gain 1 additional Requisition point.

Requisitions

If your Crusade force includes any TOME KEEPERS units, you can spend Requisition points on the following Requisition:

ARCHIVE INFORMATION1RP

Once sufficient fragments of knowledge have been recovered, they will be compiled and returned to Istrouma to be collated within the Chapter’s archives, there to be held forever for the betterment of the Chapter and the Imperium.

Purchase this Requisition when a TOME KEEPERS CORE unit from your army gains the Battle Hardened, Heroic or Legendary rank. Spend 6 Knowledge points. Select a Battle Trait that no other TOME KEEPERS units from your army have. That unit gains that Battle Trait. Increase that unit’s Crusade points total by 1.

Torchbearers Crusade Force

Though made up of many different units from several different factions, a Torchbearer fleet is, nonetheless, a formidable fighting force. Here we present new rules for fielding a Torchbearers Crusade force on the field of battle.

A Torchbearers Crusade force functions a little differently to a normal Crusade force. Upon creation, the army will be striking out across the galaxy in an effort to find the Space Marine Chapter or Chapters that they have been tasked with reinforcing. The Imperium exists on a massive scale, and trying to locate the whereabouts of such a comparably small entity during the confusion of the Cicatrix Maledictum is not an easy undertaking. This period is called the Search phase, and it will see players hunting down clues and information to aid them in their quest to find their charges. Once a player’s Torchbearers force has found their loyalist brethren, they enter what is called the Bonding phase. During this part of the campaign, their army is joined by units from the Chapter they are aiding, and the two fight side by side. During this period, the Torchbearer fleet will grow more confident in the continued loyalty of the Space Marines that they are about to reinforce, and the necessary bonds between the new Primaris battle-brothers and the Firstborn can be formed, ultimately allowing the Greyshields to be absorbed into their new Chapter.


Search Phase

At the start of the Search phase:
  • Select one Adeptus Astartes Chapter to reinforce and note it down on your Order of Battle.
  • Start a Search Points tally for your Crusade force.
When creating a Torchbearers Order of Battle for the first time, and when adding units to it during the Search phase of your Crusade campaign, you can only include the following:
  • ADEPTUS MECHANICUS units
  • ADEPTUS CUSTODES units
  • ADEPTUS ASTARTES PRIMARIS units with the GREYSHIELDS Chapter keyword
Each time a unit is added to a Torchbearers Order of Battle, that unit gains the TORCHBEARERS keyword.

Chapter Tactic

GREYSHIELDS units have the following Chapter Tactic and are not considered to be the successor of any Chapter:

Blooded Reinforcements:
  • Add 1 to the Leadership characteristic of models with this tactic.
  • Each time a unit with this tactic is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.

Mustering a Torchbearers Army

  • A TORCHBEARERS Detachment is one that only includes models with the TORCHBEARERS keyword.
  • A TORCHBEARERS Detachment counts as an ADEPTUS MECHANICUS, ADEPTUS CUSTODES and ADEPTUS ASTARTES Detachment for the purpose of any Detachment abilities your army gains (e.g. Stratagems you can use).
  • When mustering your army:
    • In order to include any ADEPTUS MECHANICUS units that do not have the Troops Battlefield Role, your army must contain at least one ADEPTUS MECHANICUS Troops unit.
    • In order to include any ADEPTUS CUSTODES units that do not have the Troops Battlefield Role, your army must contain at least one ADEPTUS CUSTODES Troops unit.
    • In order to include any ADEPTUS ASTARTES units that do not have the Troops Battlefield Role, your army must contain at least one ADEPTUS ASTARTES Troops unit.
  • The inclusion of a TORCHBEARERS unit in your army does not prevent any units in your army from using any rules that require every model in your army to have a particular keyword.
  • While in a TORCHBEARERS Detachment, ADEPTUS ASTARTES units, and all the models in them, can still gain a Chapter Tactic, regardless of what other units may be in that Detachment.

Agendas

If your Crusade army includes any TORCHBEARERS units, you can select one Agenda from the Torchbearers Agendas, listed below. This is a new category of Agendas, and it follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

AUGURY DATA
Torchbearers Agenda

Torchbearer fleets send out scry-probes, intel nodes and data harvesting automata to locate their target Chapter. The self-terminating augury data they reap is invaluable to their search, and if any of these nodes are damaged, they must be secured and retrieved before the data is lost.

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield that is not within 9" of any battlefield edge. This objective marker represents a Decaying Intel Node, but it does not count as an objective marker for any rules purposes other than for this Agenda.

At the end of each battle round, if you control the Decaying Intel Node, your Crusade force gains 1 Search Point.

At the end of the battle, you can select one unit from your army that was within range of the Decaying Intel Node for one or more battle rounds while you controlled it. That unit gains 2 experience points.
EMISSARY DOWN
Torchbearers Agenda

An emissary dispatched by the Torchbearer fleet to gauge the target Chapter’s response is clinging to life in a crashed scout craft. The emissary’s detailed knowledge of the Chapter to be reinforced must be secured by safely extracting the warrior.

If you selected this Agenda, then after both sides have finished deploying, set up one objective marker in the centre of the battlefield. This objective marker represents a Crash Survivor, but it does not count as an objective marker for any rules purposes other than for this Agenda.

At the end of the battle, if you control the Crash Survivor:
  • Your Crusade force gains D6 Search Points.
  • Select one unit from your army within range of the Crash Survivor. That unit gains 3 experience points.
MACHINE SPIRIT SCRIPTURE-LOGS
Torchbearers Agenda

The energy signature of a barely functioning Servitor has been detected, one separated from the Chapter the fleet is searching for. If the fleet’s Tech-Priests can retrieve it, they may be able to crack its machine spirit’s encrypted scripture-logs for details on the Chapter’s location.

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield that is not within 3" of any battlefield edge and not within 6" of either player’s deployment zone. This objective marker represents a Damaged Servitor, but it does not count as an objective marker for any rules purposes other than for this Agenda.

ADEPTUS MECHANICUS CHARACTER units from your army can attempt the following action:

Harvest Scripture-Logs (Action): At the end of your Movement phase, one ADEPTUS MECHANICUS CHARACTER unit from your army that is within range of the Damaged Servitor can start to perform this action. This action is completed at the end of the turn. When this action is completed roll one D6: on a 2+, your Crusade force gains D6 Search Points and the Damaged Servitor is removed from the battlefield. If an ADEPTUS MECHANICUS CHARACTER unit successfully performs this action, it gains 5 experience points.’
DIRECTIVE PRIMUS
Torchbearers Agenda

Personal glory and honour must be sacrificed by Torchbearer fleets in pursuance of their true directive: finding the Chapter in need of reinforcement. The fleet’s forces are focused on locating clues of the Chapter’s passing in this region above all else.

If you selected this Agenda, at the end of the battle, do not select a unit for Marked for Greatness. Instead, if you won the battle, your Crusade force gains 4 Search Points; otherwise, your Crusade force gains 1 Search Point.

Requisitions

If your Crusade force includes any TORCHBEARERS units and is in the Search phase, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

SCOUR THE AREA3RP

When a Torchbearer fleet’s sensors uncover a wealth of potential traces, the fleet’s entire resources are bent towards scouring the region for every hint of the Chapter’s whereabouts.

Purchase this Requisition at any time. Double the number of Search Points you receive from your next battle.
CONVERGENCE OF SIGNS3RP

The fleet’s commander believes they are nearing the end of their search. Disparate clues and data suggest that they are closing in on the Chapter at long last.

Purchase this Requisition at any time, if your Crusade force has at least 15 Search Points. Roll one D6 and consult the table below to see if your force has found the Adeptus Astartes Chapter that they have been sent to reinforce:

SEARCH POINTS ACCRUEDCHAPTER FOUND
27+2+
24-263+
21-234+
18-205+
15-176+

If your Crusade force successfully finds the Chapter, it moves to the Bonding phase, and its Supply Limit is increased by 15.

Bonding Phase

During the Bonding phase, in addition to the units that you can add to it during the Search phase, you can also add ADEPTUS ASTARTES units (excluding PRIMARIS units) to your Order of Battle, so long as they are drawn from the Chapter that you are reinforcing.

Battle-brothers

After having fought enough battles, the Greyshields will have become more close-knit with their new brethren and will be better able to coordinate with them. When entering the Bonding phase, or when adding a new GREYSHIELDS unit to your Crusade force while in the Bonding phase, start a Battle-brothers tally for each GREYSHIELDS unit in your Crusade force that does not already have one. Each time that unit fights in a battle alongside a friendly ADEPTUS ASTARTES model that does not have the PRIMARIS keyword, at the end of the battle, add 1 to that unit’s Battle-brothers tally.

Requisitions

If your Crusade force includes any TORCHBEARERS units and is in the Bonding phase, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.
INDUCTION3RP

The experienced Space Marines delivered by the Torchbearer fleet have formed strong bonds with the battle-brothers of their Chapter. They have fought shoulder to shoulder with their new-found kin and have become integrated into the Chapter’s battle rites and warrior traditions.

Purchase this Requisition at any time. Select any number of GREYSHIELDS units that have the required number of Battle-brothers points, as shown in the table below:

UNITBATTLE-BROTHERS POINTS NEEDED
CHARACTER unit5
Any other unit3

Those units have their GREYSHIELDS keyword replaced with that of the Chapter that you are reinforcing, and they are considered to be drawn from that Chapter for the purpose of which Chapter Tactic they gain and any other rules. Replace all instances of the GREYSHIELDS keyword on their datasheets with the Chapter keyword of the Chapter that you have reinforced.

Once five or more units have been inducted into the reinforced Chapter in this manner, you are able to add ADEPTUS ASTARTES PRIMARIS units to your Order of Battle that are drawn from the Chapter that you have reinforced.

Battle Traits

When a TORCHBEARERS unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

ADEPTUS CUSTODES CHARACTER UNITS
D6TRAIT
1-3Martial Exemplar

The incredible prowess of this Custodian, and his status amongst the Emperor’s personal guard, inspire even the vaunted Space Marines to greater heroism.

In your Command phase, select one friendly ADEPTUS ASTARTES CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
4-6Fearless Fleetwarden

The light of battle seems to shine from this hero as he leads the fleet’s warriors into the charge, his allies inspired to follow his lead into the darkest fight.

After this model makes a charge move, until the end of the phase, this model gains the following ability:

Fearless Fleetwarden: While a friendly TORCHBEARERS unit is within 12" of this model, each time that unit declares a charge, if that charge targets any units that are within Engagement Range of this model, you can re-roll the charge roll.’
ADEPTUS ASTARTES CHARACTER UNITS
D6TRAIT
1-3Tactical Coordination

Augmented by this experienced warrior’s tactical firing solutions, individualistic guardians of the Golden Throne unleash their firepower in coordinated salvoes of disciplined extermination.

In your Command phase, select one friendly ADEPTUS CUSTODES INFANTRY unit within 3" of this model. Until the start of your next Command phase, instead of following the normal rules for Rapid Fire weapons, models in that unit shooting guardian spears or castellan axes make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting modelis INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER.
4-6Unity of Purpose

The unflinching resolve of the Adeptus Astartes is legendary, and this warrior’s mere presence inspires an unshakeable faith in the Torchbearers’ endeavour.

In your Command phase, select one friendly TORCHBEARERS unit within 3" of this model. Until the start of your next Command phase, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers.
ADEPTUS MECHANICUS TECH-PRIEST UNITS
D6TRAIT
1-3Master of Munitions

A tech-savant with access to the Imperium’s arcane ordnance and rare, martial machinery, this servant of the Omnissiah provides the fleet with the wargear it needs to complete its long search.

Once per battle round, if this model is on the battlefield when you use an Adeptus Astartes Wargear Stratagem or Adeptus Custodes Wargear Stratagem, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
4-6Primogineer Mechanicum

Steeped in the hidden mysteries of the Imperium’s armoured assets, the Tech-Priest uses their resources and arcane knowledge to safeguard the machine spirits of the mightiest war engines.

If this model is part of your Crusade army,and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for an ADEPTUS ASTARTES VEHICLE or ADEPTUS CUSTODES VEHICLE unit – that test is treated as having been passed instead.

Crusade Relics


Artificer Relics

A TORCHBEARERS INFANTRY CHARACTER can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Stalker Helm

Elements of this artificer-wrought sensor-net are thought to date back to the Dark Age of Technology. Data stacks deep below Mars’ surface record that it has been fitted into the helmets or wired into the face masks of the greatest hunters of every age. Within its node-lattice, sigil-etched lens arrays and auto-blessed ocular scanners allow the wearer to analyse their prey’s every movement, detect their frailties and predict the fatal misstep that seals their doom.

  • Each time you select a target for a ranged weapon the bearer is equipped with, you can ignore the Look Out, Sir rule.
  • Each time the bearer makes a ranged attack, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll.

Blade of Bonding

Fashioned by a dozen master artisans in reverent similitude of the legendary blade of the Emperor, this finely balanced sword was designed to be taken by a Torchbearer fleet into the darkness. At the mission’s end, should the fleet find the Chapter they sought, this sword is to be gifted to their commander. It symbolises the Chapter’s reforging, alloying advanced power field technology and nano-razor regeneration alongside traditional artifice that recalls the heroes of legend.

ADEPTUS ASTARTES model with a power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade only. This Relic replaces the model’s power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Blade of Bonding
Blade of Bonding
Melee
Melee
+2
-5
2
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds in addition to any normal damage.

Helix-pattern Narthecium

This surgical multi-tool is an enhanced version of the equipment commonly used by the healers of the Adeptus Astartes. Fitted with multi-spectral analysers, cocktails of bio-engineered nerve-stimms and flesh catalysts, as well as cortical augurs and fulcrite-toothed nanosaws to shear through the toughest armour, the bearer is able to drag even mortally wounded brothers back from the brink of death.

APOTHECARY or SANGUINARY PRIEST model only. Once per game, in your Command phase, the bearer can use this Relic. If it does, select one friendly ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES BIKER unit within 3" of the bearer. Until the start of your next Command phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.


Antiquity Relics

A TORCHBEARERS INFANTRY CHARACTER of Heroic rank can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has – this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Orb of Cleansing

First gifted to the commander of the Torchbearers task force assigned to locate the Silver Phoenixes Chapter, this arcane sphere is able to push back malignant energies. In the darkest regions beyond the Cicatrix Maledictum, its pulsating waves of purity have been seen to cloud psykers’ control of their powers and even burn away the minds of witch-spawn.

Once per battle, at the end of your Movement phase, the bearer can unleash this Relic. If it does:

  • Roll one D6 for each enemy PSYKER unit within 12": on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, it suffers D3 mortal wounds; on a 6, it suffers 3 mortal wounds.
  • Until the start of your next Movement phase, the bearer gains the following ability: ‘Nimbus of Null Fields (Aura): While a PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.’


Army of Renown: Kill Team Strike Force

The Deathwatch frequently deploy squads known as kill teams. These powerful units are made up of Space Marines with different equipment and weapon loadouts, combined to make a force far more powerful than the sum of its parts.

A Kill Team Strike Force is a Deathwatch army composed entirely of kill team specialists, the heroes who lead them and assorted transports to race them into the fray. They are tasked with eliminating the most dangerous threats, investigating mysterious circumstances and must be ready at all times to deal with any eventuality. With great use of transports and teleportation technology, they can deploy rapidly where they need to or extract swiftly as required.

A Kill Team Strike Force is an Army of Renown.

RESTRICTIONS
  • All units in your army must be DEATHWATCH.
  • Your army can only include the following units: KILL TEAMS that have been upgraded to have a Specialism, CHARACTERS (excluding ARTILLERY), CORVUS BLACKSTARS and units with the Dedicated Transport Battlefield Role (for each PRIMARIS KILL TEAM unit included in a Detachment, it can include 1 IMPULSOR; for each other KILL TEAM unit included in a Detachment, it can include 1 other Dedicated Transport unit).

BENEFITS
  • All DEATHWATCH units in your army gain the STRIKE FORCE keyword.
  • You have access to the Kill Team Strike Force Warlord Trait, Relic and Stratagems.
  • A Strike Force army (and a Strike Force Crusade army) can contain up to two KILL TEAM units with the same Specialism (e.g. an army can contain up to two VENATOR KILL TEAM units or up to two DOMINATUS KILL TEAM units), with the exception of units upgraded using the Masters of the Specialisms rules.
  • All of the KILL TEAM and CHARACTER units in your army gain the Veterans of the Long Vigil ability, below.
  • A Crusade force can start with KILL TEAM units upgraded with a Specialism, and each time a KILL TEAM unit is added to a Crusade force it can be upgraded with a Specialism. When doing so, it does not require the use of the Kill Team Specialism Requisition. Upgrade their Power Ratings accordingly.

Veterans of the Long Vigil

All of the veterans selected to form a Kill Team Strike Force have served more than one vigil. Fighting alongside brothers from different Chapters is now second nature to them. Between them, every kill team contains the collective skills and knowledge required to best any form, and all have proven able to rapidly change their preferred fighting doctrines to best the foe.

  • At the start of each battle round you can select one Chapter Tactic or Successor Tactic from Codex: Space Marines. If you do, then until the start of the next battle round, this unit has that Chapter Tactic or Successor Tactic instead of Xenos Hunters.
  • You cannot select the same Chapter Tactic or Successor Tactic more than once per battle (exclude those selected for the Brotherhood of Veterans Stratagem, as described below).
  • Each time you use the Brotherhood of Veterans Stratagem (see Codex Supplement: Deathwatch) whilst STRIKE FORCE KILL TEAM and STRIKE FORCE CHARACTER units in your army are using a different Chapter Tactic to Xenos Hunters, the Chapter Tactic or Successor Tactic selected for the Stratagem replaces whatever Chapter Tactic or Successor Tactic was selected at the start of the current battle round instead.

WARLORD TRAIT
If a STRIKE FORCE CHARACTER model is your WARLORD, they can have the Warlord Trait below instead of one from another source.

Xenos Bane (Aura)

This warlord has proven a master at adapting their own combat style, their hatred of the xenos never sways. Such dedication to the eradication of the alien is an inspiration.

While a friendly STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit is within 6" of this WARLORD, that unit has the Xenos Hunters Chapter Tactic (this means that if you selected a Chapter Tactic or Successor Tactic at the start of the battle round due to the Veterans of the Long Vigil ability (see above), that unit has both that Chapter Tactic or Successor Tactic and the Xenos Hunters Chapter Tactic).

RELIC
If your army is led by a STRIKE FORCE WARLORD, you can, when mustering your army, give the following Chapter Relics to a STRIKE FORCE CHARACTER model from your army, instead of one from another source. Named characters cannot be given the following Relic. Write down any Chapter Relics your models have on your army roster.

Inquisitorial Cipher

Gifted to the Deathwatch by a mysterious agent of the Inquisition, this device contains valuable intelligence that is updated regularly by the agent’s secretive master.

If you are playing a mission that requires you to select either secondary objectives or Agendas, then after both players have revealed their selections you can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply with the exception that after using this ability, you can have two DEATHWATCH secondary objectives or DEATHWATCH Agendas. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.

Stratagems

SPECIALISM EXTREMIS3CP
Kill Team Strike Force – Battle Tactic Stratagem

Specialised kill teams within a Kill Team Strike Force eliminate their chosen prey with extreme prejudice.

Use this Stratagem in your Shooting phase or in the Fight phase, when you select a STRIKE FORCE AQUILA, STRIKE FORCE VENATOR, STRIKE FORCE MALLEUS, STRIKE FORCE DOMINATUS, STRIKE FORCE FUROR or STRIKE FORCE PURGATUS unit from your army to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, a successful hit roll automatically wounds the target if:
  • The attack was made by an AQUILA model.
  • The attack was made by a VENATOR model against a unit with the Fast Attack or Flyer Battlefield Role.
  • The attack was made by a MALLEUS model against a unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Role.
  • The attack was made by a DOMINATUS model against a unit with the Elites Battlefield Role.
  • The attack was made by a FUROR model against a unit with the Troops Battlefield Role.
  • The attack was made by a PURGATUS model against a unit with the HQ Battlefield Role.
This Stratagem cannot be used to select the same STRIKE FORCE unit more than once per battle.
BATTLEFIELD TELEPORTATION1CP
Kill Team Strike Force – Strategic Ploy Stratagem

Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.

Use this Stratagem at the start of your Movement phase. Select one STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere that is more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.
HONOURED VETERAN OF THE WATCH1CP
Kill Team Strike Force – Requisition Stratagem

Some veterans have served many vigils, and though they have risen to high ranks within their own Chapter will gladly return to the Deathwatch at a lower position.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the STRIKE FORCE keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile (excluding the Watch Sergeant from KILL TEAM CASSIUS):
  • Add 1 to that model’s Wounds characteristic.
  • Determine one Warlord Trait for that model; it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
You can only use this Stratagem once.
BLACK VAULT BOLTS1CP
Kill Team Strike Force – Wargear Stratagem

Amongst the rarest forms of special issue ammunition available to the Deathwatch, these bolts are handed out, a few each, to warriors sent on investigative missions, lest they encounter a foe their usual wargear cannot best.

Use this Stratagem in your Shooting phase, when you select a STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit from your army to shoot. Until the end of the phase:
  • The Type characteristic of all bolt weapons models in that unit are equipped with is changed to Heavy 1.
  • Each time a model in that unit makes a ranged attack with a Bolt weapon, on an unmodified wound roll of 6 that attack inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 6 mortal wounds can be inflicted per phase via this Stratagem).

Army of Renown: Vanguard Spearhead

Drawn from a Scout Company, the warriors of a Chapter’s Vanguard contingent sometimes deploy en masse in mobile and adaptable Spearheads. Trained in full-spectrum superiority, these forces outmanoeuvre their foes at every turn and are masters of the precision strike.

Vanguard Spearheads employ all the advanced training and hard-won experience their warriors have gained supporting their Chapter’s more eonventional assaults, but brought to the fore as an overarching strategy to dissect and disrupt far larger enemy threats. Masters of convoy elimination, assassination, sabotage and terror tactics, a full strike force of these specialists conduct extended guerrilla wars to take their enemies apart piece by piece. Their warriors strike with sudden pmyer and shocking speed, and then fade into the shadows before the enemy’s remaining strength can be brought to bear.

A Vanguard Spearhead is an Army of Renown.

RESTRICTIONS
  • Your army can only include PHOBOS, SUPPRESSOR SQUAD, INVICTOR TACTICAL WARSUIT and IMPULSOR units.
  • Your army cannot include any DEATHWATCH units.

BENEFITS

Vanguard Operations

Battle-brothers that fight as part of a Vanguard Spearhead utilise covert hit-and-run tactics, continually repositioning and raining precision shots into their bewildered foe from the shadows before retribution can be brought to bear.

  • This unit never gains a Chapter Tactic.
  • Each time a ranged attack is made against a unit with this ability, if the attacker is more than 18" away, the unit with this ability is treated as having the benefits of Light Cover against that attack.
  • Each time an INFANTRY unit with this ability is selected to make a Normal move, if every model in that unit ends that move at least 4" away from where it started, until the end of the turn, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.
  • Each time a unit with this ability consolidates, each model can move up to 6" instead of 3".

Relics

These Relics can be selected by VANGUARD SPEARHEAD CHARACTER models instead of any other Relics they have access to. They are considered to be Chapter Relics in all regards.

THE NIGHT’S BLADE

This поп-reflective blade lacks the ornamentation seen on many Adeptus Astartes legendary weapons. Its seemingly humble design belies its dreaded power, and a number of dark myths surround reports of Space Marines wielding such a weapon. The killing edge of The Nights Blade contains a neural-shock net. ’This device overloads the victims senses as it pierces their flesh, silencing unsuspecting sentries who fall without so much as a whimper.

VANGUARD SPEARHEAD model equipped with a combat knife or paired combat blades only. This Relic replaces a combat knife or paired combat blades and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Night’s Blade
The Night’s Blade
Melee
Melee
User
-3
2
Abilities: Each time an attack is made with this weapon against a unit that is not a VEHICLE, an unmodified wound roll of 2+ is always successful.

THE ARMOUR UMBRAL

This artificer suit of Phobos armour is not near-silent like others of its kind. While its power plant and fibre bundles operate with hardly a whisper, the Armour Umbral projects a barely-perceptible aural rendering of the surrounding soundscape, masking the wearers presence with the sigh of the wind and the rustle of vegetation. Coupled with a shrouding field that returns a wash of false signals to targeting systems, the warrior is as good as a ghost.

VANGUARD SPEARHEAD model only.
  • Each time a model makes an attack against the bearer, an unmodified hit roll of 1-3 fails, irrespective of any abilities that the weapon or the model making that attack may have.
  • The bearer is eligible to charge in a turn in which it Advanced.

SHADOW’S TOUCH

The psycho-crystalline matrix at this blades core responds to the bearers mastery of psychic shadow and deceit. Just as the bearer is able to pass the barriers of the foe unseen, so this blade passes through his opponents defences in kind, slipping through armour, energy fields and flesh with ease.

VANGUARD SPEARHEAD model equipped with a force sword only. This Relic replaces a force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Shadow’s Touch
Shadow’s Touch
Melee
Melee
+3
-4
2
Abilities: In your Psychic phase, if the bearer manifests any psychic powers from the Obscuration discipline, then until the start of your next Psychic phase, each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.

MORBIDUS BOLTS

Morbidus bolts are a perfection of the specialist shells used by Reiver operatives behind enemy lines. These silent projectiles streak unseen, and unerringly through the weak spots of a foes armour before shattering and dispensing potent toxins through their ruined flesh, slaying them instantly and silently. From the wound, the shells final act is to expel a gaseous hallucinogen, rendering the silent victim doubly horrific to their shocked allies.

VANGUARD SPEARHEAD model only. When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morbidus bolt. If you do so, you can only make one attack with that weapon, but if that attack scores a hit:
  • The target suffers 2 mortal wounds and the attack sequence ends.
  • Until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit.

Tools of the Vanguard

When engaged on special operations, Space Marines can make use of a variety of additional pieces of equipment alongside their standard Phobos armour and weaponry. Usually carried by a specialist with the squad, such tools are employed to deadly effect by their users.

Infiltrator Squad

If your army is a Vanguard Spearhead, then when you are mustering your army, you can upgrade models within INFILTRATOR SQUAD units with the following additional wargear options:
  • 1 Infiltrator that is not equipped with a helix gauntlet, Infiltrator comms array or voxbreaker auspex can be equipped with 1 saboteur explosive pack.
  • 1 Infiltrator that is not equipped with a helix gauntlet, Infiltrator comms array or saboteur explosive pack can be equipped with 1 voxbreaker auspex.

OTHER WARGEARABILITIES
Saboteur explosive packThe bearer’s unit has the SABOTEUR EXPLOSIVE PACK keyword.
Voxbreaker auspexThe bearer’s unit has the VOXBREAKER AUSPEX keyword.

Incursor Squad

If your army is a Vanguard Spearhead, then when you are mustering your army, you can upgrade models within INCURSOR SQUAD units with the following additional wargear options:
  • 1 Incursor that is not equipped with a haywire mine can be equipped with 1 marksman target-tracker.

OTHER WARGEARABILITIES
Marksman target-trackerThe bearer’s unit has the MARKSMAN TARGET-TRACKER keyword.

Stratagems

If your army is a Vanguard Spearhead, you have access to these Stratagems, and can spend CPs to use them.

A STORM OF DEATH1CP
Vanguard Spearhead – Battle Tactic Stratagem

Reiver Squads attack in a barrage of disorienting roars and a storm of stabbing blades. With their foes reeling under the assault, every weak spot of their foe is identified and exploited.

Use this Stratagem in the Fight phase, when a VANGUARD SPEARHEAD REIVER SQUAD unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against an INFANTRY or BIKER unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).
OCULAR NETWORKING1CP
Vanguard Spearhead – Battle Tactic Stratagem

When fighting as part of Vanguard Spearhead, Space Marines utilise the sophisticated ocular systems of their Phobos armour to greater efficacy. Sharing combat data across inter-squad networks, they identify weaknesses in even the most resilient foe, deficiencies which precise attacks can take advantage of.

Use this Stratagem in your Shooting phase or the Fight phase, when a VANGUARD SPEARHEAD unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack that targets a MONSTER or VEHICLE unit, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 2 (this is cumulative with the bonus gained from the Combat Doctrines ability).
DISPERSAL PROTOCOLS2CP
Vanguard Spearhead – Strategic Ploy Stratagem

Vanguard squads are trained to rapidly disengage from their foe, moving to new positions before attacking once more.

Use this Stratagem at the end of the Fight phase. Select one VANGUARD SPEARHEAD unit from your army that is within Engagement Range of any enemy units. That unit can Fall Back as if it were your Movement phase.
SABOTEUR EXPLOSIVE PACK1CP
Vanguard Spearhead – Wargear Stratagem

Infiltrator saboteurs often carry a deadly array of munitions for breaching enemy structures and other demolitions work. These packs can also be used against enemy war engines or hulking monstrosities, clamped onto their foe before remote detonation.

Use this Stratagem when a SABOTEUR EXPLOSIVE PACK unit from your army is selected to Fall Back. Before that unit moves, select one enemy VEHICLE or MONSTER unit that is within Engagement Range of that unit and roll one D6 (adding 3 to the result if that enemy unit is a BUILDING unit): on a 2-5, that enemy unit suffers D3 mortal wounds. On a 6+, that enemy unit suffers D6 mortal wounds.
VOXBREAKER AUSPEX1CP
Vanguard Spearhead – Wargear Stratagem

Equipped with an elaborate auspex unit, some Infiltrator specialists are skilled in cracking the foe's transmissions and scanning for threats. Relayed information from the data-spectral realm enables their allies to anticipate enemy activity.

Use this Stratagem in your Command phase. Select one enemy unit that is within 18" of a VOXBREAKER AUSPEX unit from your army. Until the start of your next turn:
  • Each time a model in that enemy unit makes a ranged attack, subtract 1 from that attack’s hit roll.
  • If that unit declares a charge, you can select one unit from your army that is a target of that charge to Hold Steady or Set to Defend.
MARKSMAN TARGET-TRACKER2CP
Vanguard Spearhead – Wargear Stratagem

Specialised target acquisition devices coupled with their bearer's exceptional marksman instincts enable their squad to identify key enemy combatants, feeding targeting data directly to their visors.

Use this Stratagem in your Shooting phase when, a MARKSMAN TARGET-TRACKER unit from your army is selected to shoot. Until the end of the phase, each time you select a target for an occulus bolt carbine a model in that unit is equipped with, you can ignore the Look Out, Sir rule.
TACTICAL AUGURY1CP
Vanguard Spearhead – Wargear Stratagem

Vanguard Spearheads utilise advanced scanning equipment and orbital augurs to grant them an awareness of the battle-sphere's layout few forces can match. With such tactical advantage, they make pinpoint shots into enemy strongpoints and through dense defence lines, driving the foe out of cover and onto the blades of the Spearhead's encircling executioners.

Use this Stratagem in your Shooting phase, when a VANGUARD SPEARHEAD unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.
PIVOTAL MOMENT2CP
Vanguard Spearhead – Epic Deed Stratagem

There comes a crucial juncture in many battles where opportunity presents a key enemy target for the perfect shot. Whether the culmination of patiently outmanoeuvring the enemy or sheer fate, if the moment is seized, it can turn the tide of whole wars, sending far larger forces into rout.

Use this Stratagem in your Shooting phase, when a VANGUARD SPEARHEAD CORE model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack against an enemy WARLORD, a successful wound roll inflicts a number of mortal wounds equal to the Damage characteristic of the weapon used for that attack, and the attack sequence ends.

Codex Supplement: Blood Ravens

Codex: Space Marines contains a number of rules that apply to Space Marines Detachments. Amongst these is the Chapter Tactics ability, which offers rules for the First Founding Chapters and their successor Chapters. The Blood Ravens are unusual in that they do not know who their primogenitor Chapter is, so we have presented here an alternative Chapter Tactic to allow you to better represent these mysterious warriors on the battlefield. In addition to this Chapter Tactic, you will find a Stratagem that allows you to field a Chief Librarian in your Blood Ravens army and an extra Chapter Relic that the Blood Ravens have access to. These rules have been designed to be used in all types of games, including matched play.

NAMED CHARACTERS AND WARLORD TRAITS
If Gabriel Angelos is your WARLORD, he must have the Rites of War Warlord Trait.

Blood Ravens: Chapter Tactic

If your army includes any BLOOD RAVENS Detachments – that is, a Detachment that only includes units with the BLOOD RAVENS keyword – then when determining which Chapter Tactic units in a Blood Ravens Detachment gain, you can either choose the Chapter Tactic that you feel best represents Blood Ravens on the battlefield (as described in Codex: Space Marines) or you can choose the Blood Ravens: Relentless Seekers Chapter Tactic presented here. All Blood Ravens Detachments in your army must use the same Chapter Tactic; make it clear to your opponent before the battle begins which Chapter Tactic they are using.

RELENTLESS SEEKERS
The Blood Ravens unwaveringly seek out knowledge at all opportunities, and even the most punishing assaults cannot hold them at bay. Their Chapter Librarians are meticulous in this collection, for hopefully this may lead them to some secret about their Chapter’s mysterious past.
When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

In addition, when a Psychic test or Deny the Witch test is taken for a PSYKER model with this tactic, re-roll any or all dice rolls of 1.

Blood Ravens: Stratagems

If your army is Battle-forged and includes any BLOOD RAVENS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagem shown below and can spend Command Points to activate it.
1CP

CHIEF LIBRARIAN

Blood Ravens Stratagem

As masters of the psychic arts, the Chief Librarians of the Blood Ravens can direct the energies of the immaterium with incredible precision and power.

Use this Stratagem before the battle. Select one BLOOD RAVENS LIBRARIAN model from your army. That model gains the CHIEF LIBRARIAN keyword and the following ability: ‘Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent’s Psychic phase.’ You can only use this Stratagem once per battle.

Blood Ravens: Relics

A BLOOD RAVENS CHARACTER from your army can be given the following Chapter Relic instead of one of those presented in Codex: Space Marines.

PURGATORUS

This bolt pistol is a true work of the artificer’s art. Since its forging in M35, many battle-brothers have used the pistol to purge traitors, tyrants and heretics from the Emperor’s realm. The weapon’s machine spirit is wrathful, its aim inescapable; in many ways, Purgatorus epitomises the very warriors who wield it.

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Purgatorus
Purgatorus
12"
Pistol 2
5
-3
2

Codex Supplement: Castellans of the Rift

Below you will find Warlord Traits, Relics and Stratagems for Adeptus Astartes units that are from the Castellans of the Rift Chapter.

Codex: Space Marines describes how Adeptus Astartes units belong to a Chapter, and how you can use the <CHAPTER> keyword to specify which Chapter such a unit is from. This section presents the rules for fielding an army formed from the Castellans of the Rift Chapter, an Ultramarines successor Chapter. If your army is Battle-forged and includes any CASTELLANS OF THE RIFT units, the rules in this section can be used in addition to those presented in Codex Supplement: Ultramarines.

ADEPTUS ASTARTES units can only be drawn from the Castellans of the Rift Chapter if they have at least one of the following keywords: Gladiator; IMPULSOR; PRIMARIS; INVICTOR TACTICAL WARSUIT; REDEMPTOR DREADNOUGHT; REPULSOR; REPULSOR EXECUTIONER; STORM SPEEDER.

Some rules in this section refer to a CASTELLANS OF THE RIFT Detachment. This is one that only includes units with the CASTELLANS OF THE RIFT keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units).

Chapter Tactic

The Chapter Tactic gained by CASTELLANS OF THE RIFT units is the following:

Unyielding Resistance

The Castellans of the Rift are dedicated to the task given to them by Roboute Guilliman to hold the Nachmund Gauntlet. They are as stalwart when defending as they are furious in the assault.

  • Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move this turn, add 1 to that attack’s hit roll.
  • Each time an attack is made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.

Warlord Traits

If a CASTELLANS OF THE RIFT CHARACTER model is your WARLORD, you can use the Castellans of the Rift Warlord Traits table below to determine what Warlord Trait they have, instead of one from another source. You can either roll one D3 to randomly generate one, or you can select one.
D3WARLORD TRAIT
1

Hit-and-Run Master

Even when pulling back, this warlord ensures that the enemy pay in blood for every inch of ground they take.

In your Command phase, select one friendly CASTELLANS OF THE RIFT unit within 9" of this WARLORD. Until the end of the turn, that unit is eligible to shoot in a turn in which it Fell Back.

2

Exemplar of the Chapter

This warlord embodies each of the Chapter's ideals; they are a furious fighter in the attack, and nigh impossible to bring down when defending.

  • Add 1 to the Attacks characteristic of this WARLORD.
  • Each time an attack is made against this WARLORD, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.

3

Tip of the Sword

This warlord never hesitates in taking the fight directly to the enemy, inspiring warriors around them to do the same.

At the end of your Movement phase, select one enemy unit within 12" of and visible to this WARLORD. Until the end of the turn:

  • Each time a friendly CASTELLANS OF THE RIFT CORE unit declares a charge, if that enemy unit is one of the targets of that charge, you can re-roll the charge roll.
  • Each time a friendly CASTELLANS OF THE RIFT CORE model makes a melee attack against that enemy unit, add 1 to the Strength characteristic of that attack.


Relics

If your army is led by a CASTELLANS OF THE RIFT WARLORD, you can, when mustering your army, give one of the following Relics to a CASTELLANS OF THE RIFT CHARACTER model from your army instead of giving them another Relic. Named characters cannot be given any of the following Relics.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.

MURUK’S WRATH

This heavy bolt rifle was wielded by Captain ArtungMuruk, the first Castellan of the Rift killed during the Chapter’s first battle after it was given its name and colours. The fallen Captain slew a dozen Heretic Astartes with this weapon during that engagement, and it has since been embellished by the Chapter’s Techmarines.

CASTELLANS OF THE RIFT model equipped with a heavy bolt rifle only. This Relic replaces a heavy bolt rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Muruk’s Wrath
Muruk’s Wrath
36"
Rapid Fire 2
6
-4
1

PRIMARCH’S CODEX

This copy of the Codex Astartes was gifted to the Chapter by Roboute Guilliman himself.

CASTELLANS OF THE RIFT PRIEST model only.
  • Each time the bearer rolls to see if a litany is inspiring, you can re-roll the result.
  • Each time the bearer recites a litany, add 3" to the range of that litany (to a maximum of 12").

GAUNTLET OF THE IMPERIUM

None know the name of the Greyshield who used this boltstorm gauntlet to kill the World Eaters’ warlord Laarsakh the Reaper. All that remained of him after that battle was the weapon itself, and all of his squad were wiped out. It has since become a symbol of the Chapter’s defiance, as well as its honoured dead.

CASTELLANS OF THE RIFT model equipped with a boltstorm gauntlet only. This Relic replaces a boltstorm gauntlet and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gauntlet of the Imperium (shooting)
Gauntlet of the Imperium (shooting)
12"
Pistol 3
5
-2
1
Gauntlet of the Imperium (melee)
Gauntlet of the Imperium (melee)
Melee
Melee
x2
-3
3

ARMOUR OF PHOURION

This suit of Tacticus armour was modified by the Chapter’s Techmarines specifically for the first captain of the Chapter’s 8th Company, Argis Phourion. The skilled warrior and bladesman desired even greater speed and flexibility in his armour.

CASTELLANS OF THE RIFT model only.
  • At the start of the Fight phase, if the bearer is within Engagement Range of any enemy units, it can fight first that phase.
  • The bearer is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy units, instead of 3" horizontally and 5" vertically. Each time the bearer makes a Heroic Intervention move, it can move up to 6". All other rules for Heroic Interventions still apply.

Stratagems

If your army includes any CASTELLANS OF THE RIFT Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

UNFAILING NERVE1CP
Castellans of the Rift – Battle Tactic Stratagem

The Castellans hold firm in the face of charging foes, waiting until they can see the white of their eyes before opening fire.

Use this Stratagem in your Shooting phase, when a CASTELLANS OF THE RIFT CORE unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a bolt weapon that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1.
LET THEM COME1CP
Castellans of the Rift – Battle Tactic Stratagem

Castellans of the Rift drill and train relentlessly, and have honed their reflexes to almost preternatural levels.

Use this Stratagem in the Fight phase, when a CASTELLANS OF THE RIFT CORE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, if that unit was charged this turn, add 1 to that attack’s hit roll.
UNBROKEN AND UNBOWED2CP/3CP
Castellans of the Rift – Battle Tactic Stratagem

Even when under extremely heavy fire, the Castellans of the Rift hold their ground.

Use this Stratagem in your opponent’s Shooting phase, when a CASTELLANS OF THE RIFT CORE INFANTRY unit from your army is selected as the target of an attack. While that unit is within range of an objective marker, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

If that unit has 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
PUSH THEM BACK1CP
Castellans of the Rift – Battle Tactic Stratagem

Refusing to give their secured ground easily, Castellans of the Rift defend Imperial territory with all their might.

Use this Stratagem in your Shooting phase, when a CASTELLANS OF THE RIFT unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets a unit within your deployment zone, you can re-roll the hit roll.
REGROUP AND STRIKE1CP
Castellans of the Rift – Battle Tactic Stratagem

The Castellans regroup to launch a new strike at the enemy, retaining the initiative and keeping the foe on their toes.

Use this Stratagem in your Shooting phase or in the Fight phase, when you select a CASTELLANS OF THE RIFT unit from your army to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack:
  • If that unit is below its Starting Strength, improve the Armour Penetration characteristic of that attack by 1.
  • If that unit is below Half-strength, you can re-roll the wound roll.
THIS IS OUR GROUND!2CP
Castellans of the Rift – Epic Deed Stratagem

When fighting to secure key ground, the Castellans of the Rift tap into their last reserves of strength to ensure victory.

Use this Stratagem at the end of your Charge phase. Select one CASTELLANS OF THE RIFT unit from your army within range of one objective marker. Until the start of your next Charge phase, that unit gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker. You can only use this Stratagem once.
TAKE THE FIGHT TO THEM2CP
Castellans of the Rift – Strategic Ploy Stratagem

Once the Castellans of the Rift set their minds upon a goal, only the most resolute of foes can stop them.

Use this Stratagem in your opponent’s Charge phase. Select one CASTELLANS OF THE RIFT unit from your army. Until the end of the phase:
  • That unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
  • That unit is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit.
  • Each time that unit makes a Heroic Intervention move, its models can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
DEFENCE IN DEPTH2CP
Castellans of the Rift – Strategic Ploy Stratagem

The Castellans of the Rift set up forward positions, creating a defensive line as part of their tactics to halt the enemy advance.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select up to three different CASTELLANS OF THE RIFT units from your army. Each of those units can make a Normal Move. They cannot end this move within 9" of any enemy models or within 9" of your opponent’s deployment zone. If both players have units that can do this, the player who is taking the first turn moves their units first. You can only use this Stratagem once.

Codex Supplement: Crimson Fists

Codex: Space Marines contains a number of rules that apply to Space Marine Detachments. Amongst these are the Chapter Tactics ability, Stratagems, Relics and Warlord Traits, some of which are unique to specific Chapters. These rules also describe which of those rules apply to successor Chapters. The Crimson Fists are a successor Chapter of the Imperial Fists, but we feel that their unique approach to war is such that they warrant a set of bespoke rules to better reflect their background. As a result, if your army includes CRIMSON FISTS Detachments (that is, any Detachment which includes only CRIMSON FISTS units), you can either continue to use the rules for Crimson Fists as presented in Codex: Space Marines (i.e. that Detachment has the Chapter Tactics ability and uses the Imperial Fists’ tactic, and can use the Imperial Fists’ Stratagem etc.), or you can use the rules for Crimson Fists presented here. All Crimson Fists Detachments in your army must use the same rules though - so make it clear to your opponent before the battle begins which rules set you are using. Also note that these rules have been designed to be used in all types of games, including matched play games.

ABILITIES
If your army is Battle-forged, Troops units in CRIMSON FISTS Detachments gain the Defenders of Humanity ability. In addition, INFANTRY, BIKER and DREADNOUGHT units (other than SERVITOR units) in CRIMSON FISTS Detachments also gain the No Matter the Odds ability.

Defenders of Humanity

The warriors of the Adeptus Astartes are sworn to defend the Imperium of Mankind. While a single Space Marine still stands, the light of Humanity will never fade.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

No Matter the Odds

The Crimson Fists have a well deserved reputation for stoicism in battle. Even when they are facing seemingly impossible odds, when their foes surround them on all sides, still they emerge bloodied but victorious.

Add 1 to hit rolls for attacks made by this unit that target an enemy unit that contains at least twice as many models as their own. For the purposes of this ability, CRIMSON FISTS DREADNOUGHT units from your army count as 5 other models.

Designer’s Note: If you are unsure of your own Chapters founding Chapter, and you feel the rules presented here reflect its character and fighting style better than those in Codex: Space Marines, you can choose to use the rules in this article instead of those in Codex: Space Marines.


Crimson Fists Warlord Traits

If the WARLORD of your army is a CRIMSON FISTS CHARACTER, you can pick their Warlord Trait from the Crimson Fists Warlord Traits table below instead of picking one from the Space Marines Warlord Traits table. Alternatively, you can roll one D3 and consult the table below to randomly generate a Warlord Trait for them. If your Warlord is Pedro Kantor, he must have the Tenacious Opponent Warlord Trait.

D3WARLORD TRAIT
1

Tenacious Opponent

This Warlord fights all the harder when he is outnumbered by his foes and all seems lost.

If there are at least 10 enemy models within 6" of this WARLORD when he fights in the Fight phase, add D3 to his Attacks characteristic until the end of the phase.

2

Refuse to Die

Countless times have the enemies of Mankind tried to slay this stoic Warlord in battle. None have succeeded.

The first time this WARLORD is reduced to 0 wounds, roll one D6. On a 4+ set him up again at the end of the phase, as close as possible to his previous position and more than 1" from any enemy models, with D3 wound remaining.

3

Stoic Defender

When this Warlord plants his feet, he and his warriors will hold their ground with implacable determination.

All friendly CRIMSON FISTS INFANTRY, BIKER and DREADNOUGHT units have the Defenders of Humanity ability whilst they are within 6" of this WARLORD. If a Crimson Fists unit already has this ability, then each model in that unit counts as two models for the purposes of determining who controls objective markers, whilst that unit is within 6" of this WARLORD.


Crimson Fists Stratagems

Use this Stratagem at the start of the phase. Select one CRIMSON FISTS unit from your army. Until the end of the phase add 1 to hit rolls for attacks made by that unit when targeting CHARACTERS.

1CP

BOLTER DRILL

Crimson Fists Stratagem

The Crimson Fists maintain strict fire discipline at all times, standing shoulder to shoulder with their battle-brothers as they unleash devastatingly accurate volleys of bolter fire into the foe.

Use this Stratagem just before a CRIMSON FISTS INFANTRY unit attacks in the Shooting phase. Until the end of the phase, each time you make a hit roll of 6+ for a model from that unit firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word 'bolt’ (e.g. boltgun, bolt rifle, heavy' bolter, boltstorm gauntlet). Duty’s Burden and Pedro Kantor’s Dorn’s Arrow are also bolt weapons.
1CP

A HATED FOE

Crimson Fists Stratagem

Long have the Crimson Fists fought against the Ork empires infesting the Loki Sector and beyond. They have learned much from their battles about how best to slay these brutish xenos.

Use this Stratagem at the start of the phase. Select one CRIMSON FISTS unit from your army. Until the end of the phase you can re-roll wound rolls for attacks made by that unit when targeting ORK units.
1CP

SLAY THE TYRANT

Crimson Fists Stratagem

Since the Indomitus Crusade bolstered their ranks, the Crimson Fist have redoubled their efforts to liberate planets enslaved by xenos tyrants, a task that can only be ultimately achieved by cutting the head from the body.

Use this Stratagem at the start of the phase. Select one CRIMSON FISTS unit from your army. Until the end of the phase add 1 to hit rolls for attacks made by that unit when targeting CHARACTERS.

Crimson Fists Relics

If your army is led by a CRIMSON FISTS WARLORD, then before the battle you may give one of the following Chapter Relics to a CRIMSON FISTS CHARACTER in your army instead of a Chapter Relic from Codex: Space Marines. Named characters such as Pedro Kantor cannot be given Chapter Relics. Note that your army can have more than one of the Chapter Relics (from Codex: Space Marines and/or from here) by using the Relics of the Chapter Stratagem from Codex: Space Marines. Also note that the Fist of Vengeance is the same Chapter Relic that features in Codex: Space Marines, but is reprinted here for your convenience.

Note that these relics replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Chapter Relics your characters have on your army roster.

Fist of Vengeance

This master-crafted power fist is blood red, and chipped and marked with hundreds of battle scars. Forged many years before the cataclysm that almost destroyed the Crimson Fists, the Fist of Vengeance was recovered from the ruins of the Chapter s fortress monastery, miraculously untouched by the devastation that surrounded it. In the years since that dark day, this symbol of resilience and defiance has been borne into battle by many heroes of the Chapter.

CRIMSON FISTS model with a power fist only. The Fist of Vengeance replaces the bearer’s power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Fist of Vengeance
The Fist of Vengeance
Melee
Melee
x2
-3
3
Duty’s Burden

Presented to Chapter Master Kantor by Roboute Guilliman upon the day of his departure from Rynn’s World, this masterfully crafted bolt rifle serves as a mark of the Primarch’s recognition for all the Crimson Fists have achieved, and a stark reminder of all there is yet to do. Bestowed upon those champions of the Chapter who face especially trying and crucial battles, Duty’s Burden is an exceptionally lethal and utterly trustworthy weapon whose determined machine spirit echoes that of the Crimson Fists themselves.

CRIMSON FISTS model with a bolt rifle, master-crafted auto bolt rifle or master-crafted stalker bolt rifle only. Duty’s Burden replaces the bearer’s bolt rifle, master-crafted auto bolt rifle or master-crafted stalker bolt rifle, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Duty’s Burden
Duty’s Burden
36"
Rapid Fire 2
5
-2
2

Codex Supplement: Emperor’s Spears

This section presents the rules for fielding an army formed from the Emperor’s Spears Chapter, an Ultramarines successor Chapter. If your army is Battle-forged and includes any EMPEROR’S SPEARS units, the rules in this section can be used in addition to those presented in Codex Supplement: Ultramarines.

Designer’s Note: Records of the Emperor’s Spears are scarce, but they are believed to have come from the Bastion Founding in the latter half of M40 and are relatively young by the standards of Space Marine Chapters. Since the opening of the Great Rift, they have become largely isolated from the rest of the Imperium and now defend the region known as Elara’s Veil with a barbaric tenacity akin to their tribal home world of Nemeton. They are an aggressive and mobile fleet-based Chapter that engages the enemy with speed and brutality. Therefore, an ideal army would be made up of fast-moving and close-assault units.

Chapter Tactic
The Chapter Tactics gained by EMPEROR’S SPEARS units is Redden the Earth.

EMPEROR’S SPEARS: REDDEN THE EARTH

The warriors of the storm world Nemeton are tattooed headhunters, chanting funeral dirges as they bloody their blades in the ceaseless warfare that rages through their protectorate.

  • Add 1 to Advance rolls and charge rolls made for units with this tactic.
  • Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores 1 additional hit.

Emperor’s Spears: Relics

If your army is led by a EMPEROR’S SPEARS WARLORD, you can, when mustering your army, give one of the following Chapter Relics to a EMPEROR’S SPEARS CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

DRUIDIC TALISMAN

Librarians and Chaplains of the Emperor’s Spears diverge from the Codex Astartes to become Druids. The most esteemed mark their black armour with sigils and totems earned through bloodthirsty duty to the Chapter.

LIBRARIAN or CHAPLAIN model only. Once per turn, you can re-roll a Psychic test made for the bearer or re-roll the dice when determining if a litany recited by the bearer is inspiring.

BEAST-HIDE CLOAK

When a mighty beast stalked a tribe on Nemeton, a ghost set out into the wilds to end its scourge. The ghost returned with the slain beast and delivered it to the tribe to symbolise the end of their suffering. In return, the tribal elders bestowed a portion of its hide in recognition of the ghost’s grim service.

Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

HORIZON BLADE

Blue waves seemingly cascade in the alloy of this blade, their ceaseless motion intensified by the movement of the bearer. As they crash across its length, its lethal edge is energised to levels capable of cutting anything it comes into contact with.

Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Horizon Blade
Horizon Blade
Melee
Melee
+2
-4
2
Abilities: This weapon has a Damage characteristic of 3 and an Armour Penetration characteristic of -5 in a turn in which the bearer made a charge move or performed a Heroic Intervention.

Emperor’s Spears: Warlord Traits

If an EMPEROR’S SPEARS model is your WARLORD, you can use the Emperor’s Spears Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

BLOODIED BUT UNBROKEN

Since the opening of the Great Rift, this Warlord has faced hardship and adversity at every turn. Even in turmoil, they will prevail through strength of will.

  • Add 1 to the Attacks characteristic of this WARLORD.
  • While this WARLORD has fewer than its starting number of Wounds remaining, add 1 to its Attacks characteristic.

2

TRIBAL HERITAGE

This Warlord holds to the traditions of their tribe from Nemeton, proudly honouring their heritage as they fight their enemies.

  • Once per battle, you can re-roll a failed hit roll, wound roll or saving throw made for this WARLORD.
  • Once per battle, if your army is Battle-forged, you can use a valid Epic Deed Stratagem on this WARLORD without spending any Command Points.

3

SENTINEL OF THE VEIL

This Warlord has persecuted many a war across the Veil and personifies the Chapter’s moniker.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time it makes a Heroic Intervention move, it can move up to 6" instead of 3" (all other rules for Heroic Interventions still apply).
  • This WARLORD fights first in the Fight phase.


Emperor’s Spears: Stratagems

If your army includes any SILVER TEMPLARS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

SKOVAKARAH UHL ZAÛRN!1CP/2CP
Emperor’s Spears – Battle Tactic Stratagem

The battle cry of the Emperor’s Spears is the call that precedes their red work.

Use this Stratagem in the Fight phase, when an EMPEROR’S SPEARS CORE or EMPEROR’S SPEARS CHARACTER unit from your army that made a charge move, was charged or performed a Heroic Intervention this turn is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
FIGHT AS BROTHERS2CP
Emperor’s Spears – Battle Tactic Stratagem

Having spent years relying on their trusted brothers, when Emperor’s Spears fight together, little can stay their blows.

Use this Stratagem in the Fight phase, when an EMPEROR’S SPEARS INFANTRY unit from your army is selected to fight. Select one enemy unit within Engagement Range of that unit and one or more other friendly EMPEROR’S SPEARS INFANTRY units. Until the end of the phase, each time a friendly EMPEROR’S SPEARS INFANTRY unit makes a melee attack against that unit, you can re-roll the hit roll.

Codex Supplement: Exorcists

This section presents the rules for fielding an army formed from the Exorcists Chapter – an Imperial Fists successor Chapter. If your army is Battle-forged and includes any EXORCISTS units, the rules in this section can be used in addition to those presented in Codex Supplement: Imperial Fists.

Designer’s Note: The Exorcists are a mysterious and secretive Chapter from the Thirteenth Founding, commonly known as the ‘Dark Founding’. Being a successor Chapter of the Imperial Fists, they possess the unbreakable resolve of their primogenitor Rogal Dorn. With the exception of the Ordo Malleus, they share little affinity with other Chapters or institutions within the Imperium, for the Exorcists’ very existence is devoted to understanding the nature of the denizens of the warp to better engage them on the battlefield. They are an adaptable Chapter capable of engaging on all fronts, thus a force with a variety of battlefield roles is suitable. Due to the heavy toll of their initiation rituals, the Chapter makes extensive use of neophyte scout companies, which not only provide them with reconnaissance and intel for their strategic assaults, but also ready initiates for the trials in the Halls of Tempering. In the Era Indomitus, the Chapter has integrated the Primaris Space Marines into their combat doctrines, in particular by establishing a dedicated company of Vanguard Space Marines.

Chapter Tactic
The Chapter Tactics gained by EXORCISTS units is By My Will I Deny Thee.

EXORCISTS: BY MY WILL I DENY THEE

The Exorcists possess an unbreakable strength of will that allows them to face the mental and physical horrors of the galaxy and emerge victorious.

  • Each time an attack is made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.
  • Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Exorcists: Relics

If your army is led by a EXORCISTS WARLORD, you can, when mustering your army, give one of the following Chapter Relics to a EXORCISTS CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

CESSATION

When the halls of the Basilica Malefex ring with a single discharge from this ancient bolt pistol, it is a sobering reminder of the Chapter’s chilling practices, and what they must do to fight their great enemy.

Model equipped with a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Cessation
Cessation
18"
Pistol 1
5
-3
3
Abilities: Each time an attack is made with this weapon, you can re-roll the hit roll and you can re-roll the wound roll.


EXILE PLATE

Etched into the ceramite of this suit of armour are powerful wards and hexagrams of exile. With the culmination of the Chapter’s anagogic knowledge adorning every aspect of its surface, the bearer purges those black of soul.

  • The bearer has a Save characteristic of 2+.
  • While an enemy unit is within Engagement Range of the bearer, each time an invulnerable saving throw is made for a model in that enemy unit, an unmodified roll of 1-4 is always a fail (or 1-5 if that enemy model is a CHAOS DAEMON model).

EXPULSIARIS

The length of this blade burns with an inextinguishable white flame, exemplifying the unquenchable resolve that burns within the Exorcists. It is a guiding light when the Chapter is most beset by the darkness, and when its edge strikes, it sets a fire in the souls of the enemy.

Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Expulsiaris
Expulsiaris
Melee
Melee
+2
-4
2
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 (or 4+ if the target is a CHAOS DAEMON unit) inflicts 1 mortal wound on the target in addition to any normal damage.

Exorcists: Warlord Traits

If an EXORCISTS CHARACTER model is your WARLORD, you can use the Exorcists Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

ENOCHIAN GUARD

As a member of this most prestigious Orison cult, this warlord imbues themself with righteous strength by adorning their weapons and wargear with excerpts from the hallowed writings of the Chapter.

  • Once per battle, you can modify the result of a hit roll, wound roll or saving throw made for this WARLORD to a 6.
  • Once per battle, you can use an ADEPTUS ASTARTES Epic Deed Stratagem without spending any CPs if this WARLORD is the model specified by that Stratagem’s keyword.

2

KNOW THY ENEMY

This warlord is learned in the wealth of archived lore the Chapter has collected over centuries of warfare against their enemies, and applies this knowledge with effectiveness upon the battlefield.

Before the battle, select one unit in your opponent’s army. Until the end of the battle, this WARLORD has the following ability: ‘Know Thy Enemy (Aura): While a friendly EXORCISTS CORE or EXORCISTS CHARACTER unit is within 6" of this WARLORD, each time a model in that unit makes an attack against the enemy unit you selected, add 1 to that attack’s hit roll.’

3

ERUDITE IN THE VERSES

This warlord is well versed in the Liber Exorcismus, reciting its rites to banish enemies and defeat their sorceries.

  • This WARLORD can attempt to Deny the Witch as if it were a PSYKER. If this WARLORD is a PSYKER, in each of your opponent’s Psychic phases, this WARLORD can attempt to Deny the Witch one additional time.
  • In each of your Shooting phases, instead of shooting with this WARLORD, if it is not within Engagement Range of any enemy units, you can attempt a banishment. If you do so, roll one D6: on a 3+, the closest enemy unit within 12" of and visible to this WARLORD suffers D3 mortal wounds.


Exorcists: Stratagems

If your army includes any EXORCISTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

CAST OUT THY BLACKENED SOUL2CP
Exorcists – Battle Tactic Stratagem

Daemonic possession gives each battle-brother of the Exorcists a personal revelation about the nature of daemonkind, and with this knowledge they banish their foe.

Use this Stratagem in your Shooting phase, when an EXORCISTS CORE or EXORCISTS CHARACTER unit from your army is selected to shoot, or the Fight phase, when an EXORCISTS CORE or EXORCISTS CHARACTER unit from your army is selected to fight. Select one enemy CHAOS DAEMON unit within 12" of that unit. Until the end of the phase, each time a model in that friendly unit makes an attack against that enemy unit, you can re-roll the wound roll.
ORISON CULT1CP/2CP
Exorcists – Requisition Stratagem

The Chapter houses a series of cults, each a proud sub-sect with traditions and associations concerning the role of a battle-brother on the battlefield.

Use this Stratagem before the battle, when you are mustering your army, if every unit in your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units). Select one EXORCISTS CORE or EXORCISTS CHARACTER unit from your army, then select one combat doctrine. Once per battle, in your Command phase, you can select that combat doctrine to be active for that unit instead of any other combat doctrine until the start of your next Command phase. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
SPIRITUAL RESOLVE2CP
Exorcists – Strategic Ploy Stratagem

The ordeals of the Halls of Tempering grant heightened spiritual resilience to those who survive them.

Use this Stratagem in your opponent’s Psychic phase, when an EXORCISTS unit from your army is selected for a psychic power manifested by an enemy PSYKER. The effects of that psychic power are not resolved for that manifestation.

Codex Supplement: Silver Templars

This section presents the rules for fielding an army formed from the SILVER TEMPLARS Chapter, an Ultramarines successor Chapter. If your army is Battle-forged and includes any Silver Templars units, the rules in this section can be used in addition to those presented in Codex Supplement: Ultramarines.

Designer’s Note: The Silver Templars Chapter was founded during the Ultima Founding, and their ranks are made up entirely of Primaris Space Marines. As such, when building their army, we encourage players to only include Primaris Space Marines in their force. Note, however, that this does encompass the wide range of powerful support pieces that these mighty warriors are known to field, such as the Repulsor Executioner.

Chapter Tactic
The Chapter Tactics gained by SILVER TEMPLARS units is The Bond Martial.

SILVER TEMPLARS: THE BOND MARTIAL

The warriors of the Silver Templars Chapter form a spiritual bond with the machine spirits of their favoured weapons, viewing their blades, bolt rifles, and so forth more like trusted familiars than mere tools of war. This synergy lends them near preternatural skill at arms.

  • Each time a model with this tactic makes a melee attack against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically wounds the target.
  • Each time a unit with this tactic is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.

Silver Templars: Relics

If your army is led by a SILVER TEMPLARS WARLORD, you can, when mustering your army, give one of the following Chapter Relics to a SILVER TEMPLARS CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

ARMOUR OF ZANARIS

The Silver Templars Chapter fought with great distinction during the Plague Wars, their need to push themselves to ever-greater heights of heroism in the presence of their genetic forebears securing many a victory. It was during the midst of this conflict, on the planet of Espandor, that Chapter Master Zanaris strode into the heart of the enemy ranks, his progress unstoppable as he and his cohorts carved a path through the foe. Upon reaching the heart of the enemy contagion, he engaged the foul Daemon Prince that lay at its source. As the warrior’s blade tore the enemy apart, banishing its unsightly presence back to the warp, Zanaris and his brothers became covered in the creature’s disgusting viscera. The stinking fluids burned through ceramite and flesh with equal vigour, but miraculously Zanaris emerged unscathed. It seems that the Chapter Master’s own courage and fortitude formed an alloy in that moment with the loyal machine spirit of his armour and its absolute determination to shield its wearer from harm. That boon of protection has persisted since that day, and it is conveyed to any who dons the Armour of Zanaris.

PRIMARIS model only.
  • Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to the bearer, that attack has an Armour Penetration characteristic of 0 instead.
  • Each time the bearer would lose a wound as a result of a mortal wound, roll one D6: on a 6+, that wound is not lost.

BANNER OF ECHOES

A Sword Oath can never be broken, as evidenced by the Silver Templars’ valiant defence of the people of Necthis. The industrial world, already overrun by the greenskin menace by the time the Adeptus Astartes strike force arrived, became the site of one of the Chapter’s greatest victories. Having suffered terrible losses and severely outnumbered, their forces had been bled deeply by the siege of Necthis City, the Orks’ numbers seemingly unending. Yet Lieutenant Maniakes’ demi-company would not yield. They planted their banner on the highest point of the city wall and fought with speed, skill and murderous efficiency that appeared supernatural in nature. By the end of the battle, Maniakes and many of his fellow Space Marines lay dead, their actions the very embodiment of the every value the Silver Templars hold dear and a powerful example to their battle-brothers. Many claim that their spirits flowed into the banner that fluttered proud above them on the winds of war, and that those same echoes of heroism flow forth to aid their battle-brothers and guide their killing blows even today.

PRIMARIS ANCIENT model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, the bearer gains the following ability:

Banner of Necthis (Aura): While a friendly SILVER TEMPLARS PRIMARIS CORE unit is within 6" of the bearer, add 1 to the Attacks characteristic of models in that unit.

Silver Templars: Warlord Traits

If a SILVER TEMPLARS CHARACTER model is your WARLORD, you can use the SILVER TEMPLARS Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

ACCOMPLISHED DUELLIST

Martial excellence is integral to advancement within the Silver Templars, for the Chapter’s tenets of strategy and spiritual philosophy employ it as their foundation. Many of the Silver Templars’ greatest heroes are thus also their greatest swordsmen.

  • At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.
  • Each time this WARLORD makes a melee attack, if it made a charge move, was charged or performed a Heroic Intervention this turn, you can re-roll the wound roll.

2

PRECISION COMMANDER

When a Silver Templars commander sets their mind to the destruction of the enemy, their pursuit of that goal becomes allencompassing, not resting until that threat to the Imperium has been destroyed.

In your Command phase, you can select one friendly SILVER TEMPLARS PRIMARIS CORE unit within 6" of this WARLORD. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll and you can re-roll one wound roll.

3

SPIRITUAL SYNERGY

Over many years of fighting, this warrior’s bond with their chosen weapon’s machine spirit has become so strong the two have become almost intertwined, a singular, lethal entity.

Select one weapon this WARLORD is equipped with (excluding Relics). Each time this WARLORD makes an attack with that weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.


Silver Templars: Stratagems

If your army includes any SILVER TEMPLARS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

THE SWORDSMAN’S STRIKE1CP/2CP
Silver Templars – Battle Tactic Stratagem

The Silver Templars view all battles, no matter their scale, as a duel between two gestalt opposed combatants. Their battle strategies thus focus on how best to deliver the killing blow that swiftly and decisively ends that duel.

Use this Stratagem in your Shooting phase, when a SILVER TEMPLARS PRIMARIS CORE unit from your army is selected to shoot, or in the Fight phase, when a SILVER TEMPLARS PRIMARIS CORE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a CHARACTER unit, add 1 to that attack’s hit roll. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
CLAIM RUNES1CP
Silver Templars – Battle Tactic Stratagem

When faced with overwhelming numbers, the Silver Templars employ a system of rune-marking their chosen targets on their autosenses, allowing for pinpoint and hyper-efficient slaughter.

Use this Stratagem in the Fight phase, when a SILVER TEMPLARS PRIMARIS unit from your army is selected to fight. If, when it was selected to fight, that unit was within Engagement Range of an enemy unit containing more models than itself, then until the end of the phase, each time a model in that SILVER TEMPLARS unit makes an attack:
  • Add 1 to the Strength characteristic of that attack.
  • Improve the Armour Penetration characteristic of that attack by 1.

Codex Supplement: Wolfspear

This section presents the rules for fielding an army formed from the Wolfspear Chapter, a Space Wolves successor Chapter. If your army is Battle-forged and includes any WOLFSPEAR units, the rules in this section can be used in addition to those presented in Codex Supplement: Space Wolves.

Designer’s Note: The Wolfspear are an Ultima Founding successor Chapter of the Space Wolves. They are a brooding pack of grim hunters with little humour or levity among the ranks. They are proud inheritors of Leman Russ’ legacy, and display much of the warrior culture associated with their forefather and brothers in the Space Wolves. The Chapter prefers to hunt their enemies, stalking them at every angle and engaging them from the shadows, all the while waiting for the key moment to strike. For this reason, Vanguard squads are particularly suitable. When the opportunity presents itself, they go for the throat, an overwhelming display of aggression against a weakened prey.

Chapter Tactic
The Chapter Tactics gained by WOLFSPEAR units is Dark Terror.

WOLFSPEAR: DARK TERROR

Like terrifying beasts in the dark, the Wolfspear hunt their prey from the shadows. When their quarry is weak and fearful, they descend with all haste to deliver the killing blow.

  • Add 1 to Advance rolls and charge rolls made for units with this tactic.
  • Each time a ranged attack is made against a unit with this tactic by a model that is more than 18" away, the unit with this tactic is treated as having the benefits of light cover against that attack.

Wolfspear: Relics

If your army is led by a WOLFSPEAR WARLORD, you can, when mustering your army, give one of the following Chapter Relics to a WOLFSPEAR CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

ELEMENTAL SHROUD

The weave of this camo cloak emulates the movements of the elements. As a gust of wind passes, as rainfalls across the battlefield, as the haze of heat shimmers the air, the bearers form flickers in and out of perception. If the bearer remains stationary, they are clouded entirely, a ghost lost to the wilds.

  • Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.
  • The bearer is not an eligible target for ranged attacks if it is more than 18" away from the firing model. If the bearer makes any kind of move, it loses the benefit of this part of this Relic until the start of your next Movement phase.

TOTEM OF STORMS

This runic totem empowers the rune priest who bears it. As they channel their energy, the totem awakens, gathering a tempest overhead. Its presence is a reservoir of psychic energy the psyker draws from, giving them mastery of psychic powers manifested in the battle.

PSYKER model only. Once per battle round, you can re-roll one Psychic test or Deny the Witch test taken for this model.

BLACKTOOTH

Blacktooth is kept under the watchful eye of the Chapters rune priests, for it is whispered that dark spirits empower its edge. It is bestowed only to warriors who hunt alone, for the bind between blade and bearer takes a toll on the bonds of brotherhood. When the bearer is seemingly lost to the hunt, the rune priests reclaim blacktooth and return it to the vaults as the bearer is brought back into the fold.

Model equipped with a combat knife or paired combat blades only. This Relic replaces a combat knife or paired combat blades and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blacktooth
Blacktooth
Melee
Melee
+1
0
1
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. Each time an attack is made with this weapon, if the wound roll is successful, the target suffers 1 mortal wound and the attack sequence ends.

Wolfspear: Warlord Traits

If a WOLFSPEAR CHARACTER model is your WARLORD, you can use the Wolfspear Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

STRIKE FOR THE THROAT

This warlord embodies the Chapter’s battle tactics, striking hard and true where the enemy is weakest.

Each time this WARLORD makes a melee attack:

  • You can re-roll the hit roll.
  • Improve the Armour Penetration characteristic of that attack by 1.

2

HUNT FROM AFAR

This warlord is a danger in the shadows, its designated prey never safe from its gunsight.

Each time this WARLORD makes a ranged attack against a non-VEHICLE, non-MONSTER unit, an unmodified hit roll of 2+ is successful and an unmodified wound roll of 2+ is successful.

3

HOWLING BEAST

This warlord is terror made manifest, a beast that feasts on the fear of lesser souls.

While this WARLORD is within Engagement Range of any enemy models with a Leadership characteristic of 7 or less, add 2 to its Attacks characteristic.


Wolfspear: Stratagems

If your army includes any WOLFSPEAR Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

TRACK AND HUNT1CP
Wolfspear – Battle Tactic Stratagem

No foe can escape the hunt, nor hide from the master trackers of the Wolfspear.

Use this Stratagem at the end of your Movement phase. Select one friendly WOLFSPEAR CORE unit, then select one enemy unit within 24" of it. Until the end of your turn, each time a model in that unit makes an attack against that enemy unit, that enemy unit does not receive the benefits of cover for that attack.
KILLING BLOW1CP
Wolfspear – Battle Tactic Stratagem

When their prey is bleeding out, the Wolfspear strike hardest to deliver the killing blow.

Use this Stratagem in your Shooting phase or the Fight phase, when a WOLFSPEAR CORE unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, if the target of that attack was below Half Strength when it was selected as the target, or if the target has a Starting Strength of 1 and had half or less of its wounds remaining when it was selected as the target, add 1 to the wound roll.
ON THE SCENT1CP
Wolfspear – Strategic Ploy Stratagem

Sensing when an enemy is weakened and fearing for its survival, the Wolfspear emerge from the shadows for a rapid strike.

Use this Stratagem at the start of your Charge phase. Select one enemy unit that had models destroyed or lost any wounds this turn. Until the end of the turn, each time a charge roll is made by a friendly WOLFSPEAR CORE unit, if that enemy unit was selected as a target of that charge, you can re-roll the charge roll.

Chapter Relics

If your army is led by an ADEPTUS ASTARTES WARLORD, you can, when mustering your army, give one of the following Chapter Relics to an ADEPTUS ASTARTES CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

When a model from your army is given a Chapter Relic, replace all instances of the <CHAPTER> keyword in that Relics rules (if any) with the name of the Chapter that your model is drawn from.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

BELLICOS BOLT RIFLE

The forge world of Bellicos was a hidden weapons-testing facility given dispensation to practise near heretical levels of technological innovation. Before it was swallowed by the Great Rift, the planet managed to dispatch a single cargo hauler containing prototype bolt rifles of an incredibly advanced pattern. These weapons are regarded with a borderline religious reverence for their bellicose lethality, and to wield one is considered a paramount honour.

Model equipped with a master-crafted auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Bellicos bolt rifle
Bellicos bolt rifle
24"
Assault 4
5
-1
2

BENEDICTION OF FURY

Borne on a dozen bloody and hard-fought crusades, this weapons unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result, it now strikes with the force of a thunderbolt.

CHAPLAIN model only. This Relic replaces a Crozius Arcanum and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Benediction of Fury
Benediction of Fury
Melee
Melee
+2
-2
3
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

GHOSTWEAVE CLOAK

Hand-stitched by blinded servitors and anointed with the distilled blood of a thousand sentries who failed at their posts, this cloak contains strands of mnemothread spun from a thrice-blessed dataloom imbued with obfuscatory data-spirits. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.

PHOBOS model with a camo cloak only.
  • Each time the bearer makes a Normal Move, Advances or Falls Back, it can move across models as if they were not there.
  • Each time an attack is made against the bearer, subtract 1 from that attacks hit roll.

LAMENT

Dark rumours abound that this weapon is so cruel of essence that those who wield it doom themselves as surely as those who fall under their sights. It is telling of the Space Marines’ selfless courage that they utilise the weapon regardless.

Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Lament
Lament
36"
Heavy 1
5
-2
3
Abilities: Each time an attack is made with this weapon, if the attack successfully wounds the target, it inflicts 1 mortal wound on the target in addition to any normal damage.

PRIMARCH’S WRATH

The ancient boltgun known as the Primarch’s Wrath is believed to have come from the personal weapons collection of Roboute Guilliman himself. Perhaps the finest example of its kind ever crafted, it has dispensed thunderous death to the foes of Mankind for millennia. Chased in Theldrite moonsilver and inscribed in microscopic lettering with every treatise on tactics that Guilliman ever penned, this weapon’s quality is such that it allows its wielder to sweep away great swathes of the enemy with a storm of armour-piercing, fragmenting bolts.

Model equipped with a boltgun, master-crafted boltgun or special issue bolt carbine only. This Relic replaces a boltgun, master-crafted boltgun or special issue bolt carbine and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Primarch’s Wrath
Primarch’s Wrath
24"
Rapid Fire 2
5
-2
2

PURGATORUS

This bolt pistol is a true work of the artificers art. Since its forging in M35, many battle-brothers have used the pistol to purge traitors, tyrants and heretics from the Emperor’s realm. The weapon’s machine spirit is wrathful, its aim inescapable; in many ways, Purgatorus epitomises the very warriors who wield it.

Model equipped with a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Purgatorus
Purgatorus
18"
Pistol 3
5
-3
2

RELIQUARY OF GATHALAMOR

By the time the Indomitus Crusade reached the world of Gathalamor, daemonic hordes had already carved a bloody path across much of the planet. Its final defence was led by Knight Centura Ordela Grendoth, whose null-field was anathema to the warp creatures. Gathalamor was liberated by Guilliman, but Grendoth was slain in the battle. Her bones have since been placed inside a reliquary that now possesses a fraction of her power.

PRIMARIS model only. The bearer has the following ability:
Reliquary of Gathalamor (Aura): While an enemy PSYKER unit is within 18" of the bearer, subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3 mortal wounds.’

STANDARD OF THE EMPEROR ASCENDANT

Woven from threads of spun adamantine in the early days of the Unification of Terra, this banner was carried at the head of the Emperors guard. It is said that its constant proximity to the Master of Mankind has imbued within it indelible traces of his psychic signature. Whatever the truth of this, its presence is a constant inspiration to those loyal to the Emperors cause, instilling them with valour and determination even as their foes quail in its presence.

ANCIENT model only.
  • Add 3" to the range of the bearer’s Astartes Banner ability.
  • Each time a Morale test is taken for a friendly <CHAPTER> CORE unit within range of the bearers Astartes Banner ability, you can re-roll that test.

TEETH OF TERRA

The origins of the Teeth of Terra lie shrouded in mystery. Mentions of this large, obsidian-toothed chainsword can be found dotted throughout the histories of many Space Marine Chapters, yet the weapon itself can be traced to no artisans hand, nor can it be found in any Chapter’s Armoury save in times of the greatest need. What is certain is that, when wielded in battle by a true hero of the Imperium, the Teeth of Terra strikes with the force of a thunderbolt, leaving a bloody trail of broken bodies in its wake.

Model equipped with an Astartes chainsword only. This Relic replaces an Astartes chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Teeth of Terra
Teeth of Terra
Melee
Melee
+1
-2
2
Abilities: Each time the bearer fights, it makes 3 additional attacks with this weapon.

THE ARMOUR INDOMITUS

The Armour lndomitus was forged long before the Horus Heresy. Unlike the plasteel and ceramite of normal power armour, the artefact is made from plates of raw adamantine, making it all but unbreachable by conventional weaponry. When rained upon with heavier fire, the Armour lndomitus manifests a shimmering force field, the secrets of which have long been lost to modern artificers.

  • Add 1 to the Wounds characteristic of the bearer.
  • The bearer has a Save characteristic of 2+.
  • Once per battle, before making a saving throw for the bearer, it can activate its armour’s force field. If it does, then until the end of the phase, the bearer has a 3+ invulnerable save.

THE BURNING BLADE

This ancient broadsword is so large and dense that no mere Human could lift it, let alone wield it in battle. It was recovered from the wreckage of Horus’ battle barge, the only unblemished artefact in a chamber crawling with the filthy taint of Chaos. Some artificers have posited that it is the Master of Mankind’s greatness that shines out from its sacred steel. In the heat of battle, the sword blazes so brightly that it can melt through even the thickest armour.

Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Burning Blade
The Burning Blade
Melee
Melee
+3
-5
2

THE HONOUR VEHEMENT

A single stanza of script, the original of which was said to have been penned by the Emperor himself, the Honour Vehement is inscribed on thrice-blessed parchment and affixed with a purity seal upon its bearer's armour. So potent is the inspirational value of the Emperor’s own evocation that not only those who bear it, but all their battle-brothers are driven into a relentless killing fury.

The bearer has the following ability:
The Honour Vehement (Aura): While a friendly <CHAPTER> CORE unit is within 6" of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.’

THE SHIELD ETERNAL

The Shield Eternal was a gift from Rogal Dorn to his seneschal during the dark days of the Horus Heresy. This magnificently worked storm shield is a bulwark against which all the wrath of a hateful galaxy can crash. Its warding powers turn aside the maleficent attentions of the witch and the daemon, safeguarding its wearer from mortal blows and perfidious warpcraft alike.

Model with a storm shield, relic shield or combat shield only. This Relic replaces a storm shield, relic shield or combat shield.
  • The bearer has a 4+ invulnerable save.
  • Add 1 to armour saving throws made for the bearer.
  • Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

THE VOX ESPIRITUM

Developed by Archmagos Cawl, the Vox Espiritum is a powerful neural amplifier that causes its wearer’s voxed utterances to resonate on a modulated and heavily warded frequency. Though still highly experimental and not altogether safe, it allows its user to project their bellowed commands - and sometimes even unspoken mental imperatives - directly into the minds of friend and foe alike.

PRIMARIS model only. Add 3" to the range of the bearer’s aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers.

TOME OF MALCADOR

Malcador the Sigillite was the trusted aide of the Emperor himself. The most potent Human psyker of the time, the tome he penned on the nature of reality enhances the mind of the reader.

LIBRARIAN model only. The bearer knows one additional psychic power from any discipline it has access to.


Relics of Macragge

The Ultramarines can draw upon not only their own Chapter forges, but also those of their vassal worlds within Ultramar for the creation of weapons and artefacts of great power. It is a mark of great honour to bear these mighty relics into battle, and no Ultramarine would take such a responsibility lightly, instead striving to be a paragon of the Adeptus Astartes.

If your army is led by an ULTRAMARINES WARLORD, you can give one of the following Relics of Macragge to an ULTRAMARINES CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Marneus Calgar) and VEHICLE models cannot be given the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ARMOUR OF KONOR

Gifted to the Ultramarines envoy to the forge world of Konor, this ornate suit of Terminator plate is constructed from thousands of microscopic layers of durable materials, applied painstakingly one by one. As a result, these plates retain their structure and protective qualities against even the most destructive strikes.

TERMINATOR only. A model with this Relic has a 4+ invulnerable save. When resolving an attack against that model, halve any damage inflicted (rounding up).

HELM OF CENSURE

Data-logged within this red helm are the complete didactic works of Sergeant Thiel, those that lead to his great censure. The results of his pre-Heresy studies, which themselves were considered treasonous, outlined the optimal methods by which an Adeptus Astartes could kill any opponent, including a fellow battle-brother. Ten thousand years later, his works are still without equal.

When resolving an attack made by a model with this Relic, you can re-roll a hit roll of 1 and you can re-roll a wound roll of 1. When resolving an attack made by that model against an ADEPTUS ASTARTES unit or a HERETIC ASTARTES unit, add 1 to the hit roll and add 1 to the wound roll.

SOLDIER’S BLADE

This deceptively simple sword has been a treasure of the Ultramarines since the Legion’s founding. Though it contains none of the matterdisruptive technology of a power sword, it can still carve through the thickest plates of ceramite and plasteel with ease. So perfectly forged is this monomolecular-edged blade that is has survived for millennia without ever needing to be sharpened.

Model equipped with power sword, master-crafted power sword, or combat knife only. This Relic replaces a power sword, master-crafted power sword or combat knife and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soldier’s Blade
Soldier’s Blade
Melee
Melee
+1
-4
2

TARENTIAN CLOAK

Discovered on the agri world of Tarentus, this shroud bears all the hallmarks of the Dark Age of Technology. The auto-sanctified medicae support systems and thrice-blessed bio-rejuvenators threaded throughout this cloak made it an invaluable artefact for the Ultramarines when battling Daemons in the planet’s desert wastes.

A model with this Relic has a 5+ invulnerable save. At the start of your Movement phase, that model regains D3 lost wounds.

THE SANCTIC HALO

The energy-field projector built into this elaborately filigreed iron halo not only deflects bullets and repels blade thrusts – it also amplifies the bearer’s will, allowing them to withstand devastating psychic attacks in the thick of battle.

CAPTAIN model or CHAPTER MASTER model only. A model from your army with this Relic has a 3+ invulnerable save and can attempt to deny one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER.

THE STANDARD OF MACRAGGE INVIOLATE

When the First Tyrannic War came to the realm of Ultramar and Hive Fleet Behemoth descended upon Macragge, it was this glorious banner that flew above the swarms of xenos beasts. To all Ultramarines, it represents the unfaltering might of their home world and their Chapter. When an Ultramarine beholds this sacred standard, he is gripped with a sense of unshakeable pride and determination, for he knows that no enemy can match the skills in battle passed down to him and his brothers by their Primarch.

ANCIENT model only. The bearer has the following abilities:
  • Unshakable Pride (Aura): While a friendly ULTRAMARINES CORE unit is within 6" of the bearer, add 1 to the Attacks characteristic of models in that unit.
  • Unshakable Determination (Aura): While a friendly ULTRAMARINES unit is within 12" of the bearer, each time a Morale test is taken for that unit, it is automatically passed.

VENGEANCE OF ULTRAMAR

Last used during the Tyrannic Wars, this ancient storm bolter houses a ferocious machine spirit capable of a dramatically increased rate of fire. Furthermore, though the Vengeance of Ultramar fires standardissue bolts, a compact micro-forge within the weapon’s firing chamber anoints each projectile with a bio-reactive coating that burns away flesh and chitin like parchment in a raging fire.

Model equipped with a storm bolter only. This Relic replaces a storm bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Vengeance of Ultramar
Vengeance of Ultramar
24"
Rapid Fire 4
4
0
1
Abilities: When resolving an attack made with this weapon against a unit (other than a VEHICLE unit), you can re-roll the wound roll.


Ultramarines Special-issue Wargear

The Ultramarines and their successors have within their armouries an unparalleled wealth of wargear, garnered over long millennia of war. This resource grants the commanders of the Scions of Guilliman yet another avenue by which they can specialise their forces to meet the ever-shifting strategic priorities of a galaxy at war.

If your army is led by an ULTRAMARINES WARLORD or a Warlord drawn from an Ultramarines successor Chapter, you can give one of the following Special-issue Wargear Relics to an ULTRAMARINES CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an Ultramarines successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

HELLFURY BOLTS

It was the Ultramarines who bore the brunt of the First Tyrannic War, and they and their successors have fought against this ghastly xenos threat countless times since. It was they who helped to develop these potent bolt rounds, impregnated with reservoirs of bio-reactive acids that burn living targets from the inside out.

When you give a model this Relic, select one bolt weapon that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a hellfury bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it scores a hit it inflicts 1 mortal wound on the target and the attack sequence ends.

MASTER-CRAFTED WEAPON

Within the armouries of each Space Marine Chapter, the finest artificers seek to fashion weapons of ornate magnificence and utter lethality. Those forged upon Macragge are breathtaking examples of the weaponsmith’s craft, be they potent firearms or gilt-chased blades.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

RELIQUARY OF VENGEANCE

Long have the Ultramarines fought in the defence of the Imperium, and over the millennia countless warriors have fallen in pursuit of their duty. Occasionally, the ashes or bones of such a champion of Ultramar are preserved in a reliquary that can be borne into battle attached to an Ultramarine’s armour, there to inspire those who still live to fight all the harder in the slain hero’s name.

Once per battle, at the start of the Fight phase, a model with this Relic can reveal the reliquary. When it does, until the end of the phase, the bearer has the following ability:

Reliquary of Vengeance (Aura): While a friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit is within 6" of the bearer, add 1 to the Attacks characteristic of models in that unit.

SEAL OF OATH

Many Ultramarines successor Chapters maintain a time-honoured tradition of swearing oaths to Guilliman and the Emperor before entering battle. These are recorded on strips of parchment by Chapter serfs and other servants before being blessed by Chaplains and then bonded to a chosen warrior’s armour with wax seals. Upholding such oaths is sacred, and their bearers would rather die than fail.

At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, the bearer has the following ability:

Seal of Oath (Aura): While a friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit is within 6" of the bearer, each time a model in that unit makes an attack against the enemy unit you selected at the start of the first battle round, you can re-roll that attack’s hit roll and you can re-roll that attack’s wound roll.

SUNWRATH PISTOL

Belisarius Cawl gifted a score of these pistols to Roboute Guilliman at the start of the Indomitus Crusade, who in turn bequeathed them to warriors who displayed particular valour in the face of the enemy. Constructed with superior venting coils and with an inner barrel of a mysterious heat-conducting crystal, these plasma pistols can be fired repeatedly without overheating.

Model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Sunwrath Pistol
Sunwrath Pistol
12"
Pistol 2
8
-3
2


Relics of Chogoris

The vaults of Quan Zhou are filled with beautifully crafted weapons and equipment. Each curved, filigreed blade and elaborately inscribed cuirass is rich with the weight of history, and is recalled in tales told by the Stormseers when the Chapter gathers. When battle is joined, these artefacts are a truly potent asset, and new threads are added to the tapestry of their legends.

If your army is led by a WHITE SCARS WARLORD, you can give one of the following Relics of Chogoris to a WHITE SCARS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Kor’sarro Khan) and VEHICLE models cannot be given the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

BANNER OF THE EAGLE

As a First Founding Chapter, the White Scars can trace their history back to the birth of the Imperium. The oldest relics of the Chapter date back to that ancient time, and the Banner of the Eagle is one such artefact. It is incredibly rare for this venerable standard to be brought forth into the crucible of war, though any wily commander knows the inspirational effect that such a sacred banner can have on those that fight in its fluttering shadow. At the crown of the banner sits a glorious adamantium eagle – the symbol of the White Scars’ bloody victory on Golgotha, from which the Banner of the Eagle took its name.

ANCIENT model only. The bearer has the following ability:

Banner of the Eagle (Aura): While a friendly WHITE SCARS CORE unit is within 6" of the bearer, add 1 to the Strength characteristic of models in that unit.

GLAIVE OF VENGEANCE

The Glaive of Vengeance was once wielded by the great Kyublai Khan, before his murder by the Drukhari of the Bloodied Talon. Some claim that the spirit of Kyublai Khan still clings to the glaive, and his endless thirst for vengeance grants the blade great power.

Model equipped with a khan’s spear only. This Relic replaces a khan’s spear and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Glaive of Vengeance
Glaive of Vengeance
Melee
Melee
x2
-3
D3

MANTLE OF THE STORMSEER

The ancient psychic hood known as the Mantle of the Stormseer crackles with barely contained elemental energies. None know who crafted this relic, but it is gifted to whichever White Scars Librarian demonstrates the greatest skill in the Arts of Heaven. Said to channel spirits of the tempest, the mantle allows the wearer to wield the wrath of the storm itself. At such times, the Stormseer’s eyes glow with a harsh light and his voice is that of a raging hurricane.

PSYKER model only. When a Psychic test is taken for a model with this Relic attempting to manifest a psychic power from the Stormspeaking discipline, add 1 to the total.

PLUME OF THE PLAINSRUNNER

This talisman is woven from the manes of the swiftest stallions ever to belong to the Khamjai tribe. These purebred beasts were said to descend from the thundering herds of ancient Terra, and be imbued with an elemental swiftness that inspires all true sons of Chogoris.

The bearer has the following ability:

Plume of the Plainsrunner (Aura): While a friendly WHITE SCARS INFANTRY unit is within 6" of the bearer, add 1 to Advance and charge rolls made for that unit.

SCIMITAR OF THE GREAT KHAN

The White Scars’ armoury contains many swords forged in the style of traditional Chogorian tulwars. Of these, the most singular and storied is the Scimitar of the Great Khan. Chapter lore holds that this weapon was blessed by Jaghatai himself during the Purging of Daikeos. Soon after, the weapon’s bearer, his champion Ghorotei, struck the head from the Ironwyrm King in single combat.

Model equipped with a power sword, master-crafted power sword or relic blade only. This Relic replaces a power sword, master-crafted power sword or relic blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Scimitar of the Great Khan
Scimitar of the Great Khan
Melee
Melee
+1
-3
2
Abilities: When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has a Damage characteristic of 4 for that attack.

THE HUNTER’S EYE

The tribes of Chogoris are famed throughout the Imperium for the consummate skill of their mounted archers. It is written in the Scrolls of the Plains that the Hunter’s Eye – an ingeniously constructed bionic eye of great age and unrivalled quality – was created in honour of this aspect of the White Scars’ heritage. This device picks out augurassessed weak spots in the quarry’s defences, enabling its wearer to strike with uncanny accuracy or to relay this information via datagheists to any other friendly forces engaging the target.

At the start of your Shooting phase, you can select one friendly WHITE SCARS unit within 6" of a model from your army with this Relic. Until the end of the phase, when resolving an attack made with a ranged weapon by a model in that unit, the target does not receive the benefit of cover to its saving throw.

WRATH OF THE HEAVENS

This Space Marine bike was constructed to possess the speed of the storm itself. Fitted with a short-burn grav impeller, Wrath of the Heavens can perform jaw-dropping gravitic boosts over the battlefield. Thus, its rider can vault wrecked tanks and ferrocrete barricades, and can even hurtle over the heads of the foe.

BIKER model only. A model with this Relic has a Move characteristic of 16". In the Movement phase, that model can move over other models and terrain features as if they were not there.


White Scars Special-issue Wargear

The Adeptus Astartes have access to great stores of powerful weaponry and wargear, provided by the finest artisans the Imperium can muster. Those borne into battle by the White Scars Chapter and their successors possess a feral quality to both their manufacture and their machine spirits, rendering them every bit as wild and deadly as the warriors who wield them.

If your army is led by a WHITE SCARS WARLORD or a WARLORD drawn from a White Scars successor Chapter, you can give one of the following Special-issue Wargear Relics to a WHITE SCARS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a White Scars successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

CYBER-EAGLE HELM

These helms contain engrammatic circuits that mentally link the wearer to a cybernetically enhanced hunting bird familiar. Circling high above the battlefield, the cyber eagle feeds a constant stream of optic and auspex data to the helm’s wearer, overlaying their autosenses with targeting projections and auto-prognosticatory hostile proximity alerts.

The bearer has the following ability:

Cyber-eagle Helm (Aura): While a friendly WHITE SCARS CORE unit is within 6" of the bearer, each time a model in that unit makes an Overwatch attack, an unmodified hit roll of 5+ scores a hit.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

EQUIS-PATTERN BOLT PISTOL

The Techmarines of the White Scars have walked the line of heresy more than once with their fiercely independent approach to adapting STC technologies. The Equis is one such instance, a variant bolt pistol design that strains the capabilities of the gun’s machine spirit to the limit by firing rapid flurries of bolts as its wielder charges into battle. Equis-pattern weapons are rare; their hyper-accelerated rate of fire soon burns out their mechanisms, martyring the pistols within a few short years of battle.

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Equis-pattern bolt pistol
Equis-pattern bolt pistol
12"
Pistol 5
4
-1
1

HEADTAKER’S TROPHIES

Many sons of the Khan display the polished skulls of the greatest of their conquered enemies upon their armour on large trophy racks. Those who oppose these swift warriors are filled with dread, for even the mightiest champions cannot help but envision their own severed head becoming a macabre decoration atop those gleaming spikes.

Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of a model from your army with this Relic.

MASTER-CRAFTED WEAPON

Within the armouries of each Space Marine Chapter, the finest artificers seek to fashion weapons of ornate magnificence and utter lethality. The weapons of Chogoris have machine spirits as ferocious as raging aduu, and deliver the full fury of the storm.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

STORMWRATH BOLTS

Fashioned according to ancient designs by Chogorian artificers and intended for use in hunting the macro-predators of the Khum Karta Mountains, these acid-etched bolt shells contain a secret alchemical propellant formula, and their explosive cores are laced with fulgurite that strikes like caged lightning within the target.

When you give a model this Relic, select one bolt weapon that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a stormwrath bolt. If you do, you can only make one attack with that weapon, but the weapon has a Strength characteristic of 7 and an Armour Penetration characteristic of -1 for that attack. If the target of that attack is a MONSTER, the weapon has a Damage characteristic of D6 for that attack.


Relics of Ravenspire

In the shadowy depths of the Ravenspire lies a series of vaulted chambers, accessed through bulkhead doors covered in warding runes. Within these solemn spaces the Raven Guard store their most revered weapons and artefacts, keeping them safe and secret in the darkness until their formidable power is most needed.

If your army is led by a RAVEN GUARD WARLORD, you can give one of the following Relics of the Ravenspire to a RAVEN GUARD CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Kayvaan Shrike) and VEHICLE models cannot be given the following relics.

Note that some Relics are weapons that replace one of the models existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

EX TENEBRIS

Ex Tenebris is a masterwork bolter fitted with an incredibly sophisticated telescopic scope system. Chapter legend has it that the weapon was forged by Corax himself, as a gift for his wayward brother, the Night Haunter. But the Horus Heresy turned the two Primarchs’ Legions against one another, and Ex Tenebris was instead borne into battle by heroes of the Raven Guard.

Model equipped with a master-crafted stalker bolt rifle, master-crafted occulus bolt carbine or master-crafted instigator bolt carbine only. This Relic replaces a master-crafted stalker bolt rifle, master-crafted occulus bolt carbine or master-crafted instigator bolt carbine and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ex Tenebris
Ex Tenebris
36"
Assault 3
4
-2
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, you can add 1 to the hit roll. In addition, when resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.

OPPRESSOR’S END

Wreathed in a shimmering power field, the monomolecular edge of this unassuming blade has cut short the reigns of countless oppressors, tyrants and demagogues.

Model equipped with combat knife only. This Relic replaces a combat knife and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Oppressor’s End
Oppressor’s End
Melee
Melee
+1
-2
1
Abilities: When the bearer fights, it makes 1 additional attack with this weapon. In addition, when resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Damage characteristic of 3.

RAVEN’S FURY

At first glance, this jump pack appears little different to any other in the Raven Guard armoury. However, closer inspection reveals it to be a technological marvel, now well beyond the skills of the Imperium’s finest artificers. With miniaturised plasma-engines in place of traditional ram jets, the Raven’s Fury provides its wearer with a lightning turn of speed when boosting into battle.

JUMP PACK model only. A model from your army with this Relic can be chosen to charge with even if they Advanced this turn. When a charge roll is made for that model, you can re-roll the dice. In addition, after that model finishes a charge move, you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.

THE ARMOUR OF SHADOWS

The beautifully crafted plates of this mysterious armour articulate without the slightest sound, while its power pack emits barely more than a purr. Stranger still, a cowl of shadows seems to hang around the wearer, billowing like smoke when they move.

When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model from your army with this Relic, that weapon is treated as having an Armour Penetration characteristic of 0. In addition, when resolving an attack against a model from your army with this Relic, an unmodified hit roll of 1, 2 or 3 always fails.

THE EBONCLAWS

Crafted for a long lost champion of the Raven Guard, the night-black blades of these ancient lightning claws have remained viciously sharp through centuries of war.

Model equipped with two lightning claws only. This Relic replaces two lightning claws and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Ebonclaws
The Ebonclaws
Melee
Melee
User
-3
D3
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. In addition, when resolving an attack made with this weapon, you can re-roll the wound roll.

THE RAVEN SKULL OF KORVAAD

Sondek Korvaad was a selfless hero of the Raven Guard who gave his life defending a medicae facility from the Nightstalkers of Sheng. The scrimshawed raven skull talisman retrieved from Korvaad’s body is said to bestow his legendary might upon its wearer, and should it fall into enemy hands, the Chapter will spare no effort to recover it.

Once per turn, when resolving an attack made by a model from your army with this Relic, you can re-roll the hit roll, wound roll or damage roll. In addition, if a model from your army with this Relic is destroyed as a result of an attack made by an enemy unit, then until the end of the battle, when resolving an attack made by a friendly RAVEN GUARD unit against that enemy unit, add 1 to the hit roll.


Raven Guard Special-issue Wargear

Although the manufactorums on Kiavahr are primarily known for the mass production of ordnance and munitions, the planet also harbours artificers of great skill and learning. Whether working from ancient Imperial schemata or plans unique to the Raven Guard, these master craftsmen furnish the Raven Guard with wargear worthy of champions.

If your army is led by a RAVEN GUARD WARLORD or a WARLORD drawn from a Raven Guard successor Chapter, you can give one of the following Special-issue Wargear Relics to a RAVEN GUARD CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Raven Guard successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLES cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the models existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

KORVIDARI BOLTS

Etched with raven-feather charms, the abnormally long casings of korvidari bolts are packed with extra propellant for superior range. Each bolt also houses a minute, hyper-sensitive targeting and flight correction relay, allowing for a marksman’s accuracy even against heavily obscured foes.

When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a korvidari bolt. If you do, when choosing targets for that model and when choosing ranged weapons, that weapon’s Range characteristic is increased by 6" and it can target units that are not visible to the bearer, but only one attack can be made with that weapon.

MASTER-CRAFTED WEAPON

The forging of surpassingly lethal blades and firearms is regarded as a sacred art on Kiavahr, where entire sanctums of artifice are given over to the arming of the greatest Raven Guard heroes.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

SHADOWMASTER CLOAK

Woven from helical strands of auto-prognostic Kiavahran mirrorsteel, a Shadowmaster Cloak allows its wearer to blend seamlessly into their surroundings, making them masters of evasion and ambush.

A model with this Relic has a 3+ invulnerable save whilst they are wholly on or in a terrain feature.

SHARD OF ISSTVAN

Following the Raven Guard’s escape from Isstvan V at the outset of the Horus Heresy, Corax gifted each of his surviving Legionaries with a shard of his shattered armour. Though most of these shards are now lost, some are still preserved in reliquaries or worn as talismans, each one acting as a potent source of hope and courage.

Add 1 to the Attacks characteristic of a model with this Relic. In addition, the bearer has the following ability:

Shard of Isstvan (Aura): While a friendly RAVEN GUARD unit is within 6" of the bearer, each time a Morale test is taken for that unit, it is automatically passed.

SILENTUS PISTOL

The lost forge world of Vantius specialised in creating weapons of silent murder. Ironically it was overrun by an assault by Drukhari Mandrakes, but not before a handful of its secrets had been preserved by the Raven Guard. The highly classified Silentus modification rituals that came from Vantius elevate bolt sidearms into softly spoken but utterly lethal assassination weapons.

Model equipped with bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Silentus Pistol
Silentus Pistol
12"
Pistol 2
5
-2
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, you can add 1 to the hit roll.


Relics of Medusa

Each clan company of the Iron Hands maintains mighty forges within their mobile fortresses. Within these holy places, Iron Hands of all ranks work upon great artefacts of technology. The relics of the Iron Hands are not often ornate or decorative, but all are undoubtedly potent when brought to the battlefield by the warriors of the Chapter.

If your army is led by an IRON HANDS WARLORD, you can give one of the following Relics of Medusa to an IRON HANDS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Iron Father Feirros) and VEHICLE models cannot be given the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

BETRAYER’S BANE

Model equipped with a combi-melta only. This Relic replaces a combi-melta and has the following profile:

When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
WEAPON
RANGE
TYPE
S
AP
D
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
Meltagun
Meltagun
12"
Assault 2
8
-4
D6
Abilities: Each time an attack made with this weapon’s meltagun profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

THE AEGIS FERRUM

Inspired by Cawl’s new marks of battle plate, the Iron Fathers sanctioned the creation of the Aegis Ferrum. Forged by the combined effort of artificers hailing from every clan company, the armour’s indomitable resilience is said to symbolise the Chapter’s own.

PRIMARIS model only. Add 1 to the Toughness characteristic of a model with this Relic. When resolving an attack made against that model, reduce any damage inflicted by 1, to a minimum of 1.

THE AXE OF MEDUSA

The Axe of Medusa, said to have been forged by Manus’ own hand, is held by the Iron Council and given to the Chapter’s chosen war leader as a badge of office. For over three centuries this weapon has been wielded by Kardan Stronos, but when dispatching another champion of the Iron Hands on a vital mission, Stronos has been known to bestow it as a mark of favour and faith.

Model equipped with a power axe only. This Relic replaces a power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Axe of Medusa
The Axe of Medusa
Melee
Melee
+3
-3
3

THE GORGON’S CHAIN

This small augmetic module is fitted within its owner’s armour, linking through his black carapace and extending monomolecular mechadendrites into his hearts. Thus connected, it draws power from its owner to generate a potent protective field that robs incoming shots of their strength.

A model with this Relic has a 4+ invulnerable save. When resolving an attack made with a ranged weapon against that model, subtract 1 from the wound roll.

THE IRONSTONE

This device is mag-clamped to the gorget of the bearer, where it gathers power from his armour, gradually awakening the cluster of potent machine spirits that lurk within its coldly glowing shell. When a nearby vehicle suffers battle damage, the Ironstone connects to the beleaguered machine, possesses its spirit and swiftly begins guiding repairs of the damage.

At the start of each battle round, select one friendly IRON HANDS VEHICLE unit within 3" of the bearer. Until the start of your next battle round, when resolving an attack made against that VEHICLE unit, if the bearer is within 3" of that VEHICLE unit you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce damage).

THE MINDFORGE

Consisting of a web of psycho-circuitry that is relayed through the wearer’s helm and gauntlets and into the force weapon they wield, this remarkable device possesses a rudimentary machine sentience. It bonds irrevocably with its host, augmenting their strength and optimising the blaze of psychic power that surges through their chosen weapon.

Model equipped with a force sword, force axe or force stave only. This Relic replaces a force sword, force axe or force stave and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mindforge-enhanced weapon
Mindforge-enhanced weapon
Melee
Melee
x2
-3
D3

THE TEMPERED HELM

The savant-processor within this helm filters incoming information and presents it in compartmentalised strategic sermons, granting a near-omnipotent level of instant battlefield cognition.

Whilst a model from your army with this Relic is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Relic.


Iron Hands Special-issue Wargear

The Iron Hands have a proud tradition of crafting specialised weaponry and wargear that aid in the optimisation of their warriors’ lethality. That many of their designs verge on technological heresy is a detail tacitly ignored by the Adeptus Mechanicus, who benefit greatly from the shared lore.

If your army is led by an IRON HANDS WARLORD or a WARLORD drawn from an Iron Hands successor Chapter, you can give one of the following Special-issue Wargear Relics to an IRON HANDS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an Iron Hands successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

AUTO-MEDICAE BIONICS

Some of the most complex bionics grafted onto the sons of Ferrus Manus incorporate systems similar to an Apothecary’s narthecium gauntlet. Rapid-suture applicators, hyper-adrenaline dispensers and the like render a warrior so augmented as to be almost indestructible.

If a model with this Relic has lost any wounds, at the start of your turn it regains up to D3 lost wounds.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet – in the case of the Iron Hands they have been known to replace entire digits. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy from an unexpected angle.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

FORTIS-PATTERN DATA SPIKE

The Techmarines of the Iron Hands and their successors have a much stronger affinity with the machine spirits of their weapons and vehicles than those from most other Chapters. Fortis-pattern data spikes allow these warrior-priests to commune directly with the machines, both to placate their spirits and to facilitate more efficient repairs.

TECHMARINE only. When a model with this Relic uses their Blessing of the Omnissiah ability, roll two dice when determining how many lost wounds are regained and discard one of the results.

HAYWIRE BOLTS

Containing implosive cores refined from Medusa’s electro-conductive sagatellum ore and guided by auto-fulminatory machine spirits, these bolt rounds detonate with crackling blasts that exorcise hostile machine spirits and burn out cogitator circuitry.

When you give a model this Relic, select one bolt weapon that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a haywire bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it is made against a VEHICLE unit, an unmodified wound roll of 4-5 inflicts D3 mortal wounds on the target in addition to any other damage, and an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any other damage.

MASTER-CRAFTED WEAPON

Where other Chapters labour long in the decoration of their finest blades and firearms, the Iron Hands care only for functionality. Of course, any who would denigrate the works of Medusa’s skilled sons are soon silenced when the power of these weapons is unleashed.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

TEETH OF MARS

The Iron Hands and their successors share a close bond with the Mechanicus of Mars. Thosewho show a particular affinity for communing with machines may be granted a cog-toothed chainsword bearing the sigil of the Omnissiah. Such blades were developed in concert between Mars and Medusa, and are believed to have been blessed by the Machine God to bring ruination to impure machines.

Model equipped with an Astartes chainsword only. This Relic replaces an Astartes chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Teeth of Mars
Teeth of Mars
Melee
Melee
User
-2
2
Abilities: When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon against a VEHICLE unit, this weapon has a Strength characteristic of x2 for that attack.


Relics of the Fists

The armouries of the Dorn’s sons are filled with storied weapons and equipment. From glory-drenched banners to legendary weapons, the mightiest heroes of the Chapter can draw upon a variety of ancient and remarkably powerful artefacts of war with which to drive back the Emperor’s foes.

If your army is led by an IMPERIAL FISTS or CRIMSON FISTS WARLORD, you can give one of the following Relics of the Fists to an IMPERIAL FISTS or CRIMSON FISTS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

DUTY’S BURDEN

Presented to Chapter Master Kantor by Roboute Guilliman upon the day of his departure from Rynn’s World, this masterfully crafted bolt rifle serves as a mark of the Primarch’s recognition for all the Crimson Fists have achieved, and a stark reminder of all there is still yet to do. Bestowed upon those champions of the Chapter who face especially trying and crucial battles, Duty’s Burden is an exceptionally lethal and utterly trustworthy weapon whose determined machine spirit echoes that of the Crimson Fists themselves.

CRIMSON FISTS model with a master-crafted auto bolt rifle or master-crafted stalker bolt rifle only. This Relic replaces a master-crafted auto bolt rifle or master-crafted stalker bolt rifle, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Duty’s Burden
Duty’s Burden
30"
Rapid Fire 2
5
-2
2

FIST OF VENGEANCE

This master-crafted power fist is blood red, and chipped and marked with hundreds of battle scars. Forged many years before the cataclysm that almost destroyed the Crimson Fists, the Fist of Vengeance was recovered from the ruins of the Chapter’s fortress monastery. In the years since that dark day, this symbol of resilience and defiance has been borne into battle by many heroes of the Chapter.

CRIMSON FISTS model with a power fist only. This Relic replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fist of Vengeance
Fist of Vengeance
Melee
Melee
x2
-3
3

THE BANNER OF STAGANDA

The Staganda War was one of the most gruelling campaigns undertaken by the Imperial Fists. Staganda had been severed from Mankind since the Dark Age of Technology and, by the time an Explorator fleet rediscovered the world, the population had been living under brutal Ork occupation for millennia. Though the entire Imperial Fists Chapter was mobilised to reclaim the planet, it was the 3rd Company that bore the brunt of the fighting. In the aftermath, a new standard was fashioned in honour of this epic victory.

IMPERIAL FISTS ANCIENT model only. The bearer has the following ability:

Banner of Staganda (Aura): While a friendly IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit is within 6" of the bearer, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

THE BONES OF OSRAK

The legends concerning Chief Librarian Malandar Osrak lie greatly shadowed by the passage of time, dating as they do from late M32 – a period on which Chapter records are notoriously silent. The stories of Osrak’s defeat of the nine Daemon Lords of the Maelstrom may well be apocryphal, as might his cleansing of the plague vessel Morbiditus. The toppling of the Gallowfortress, the sundering of the Inimical Gate and the single-handed liberation of Shormidar – all of these are deeds attributed to Osrak that may have grown in the telling. Whatever the truth of these stories, none contest Osrak’s sheer psychic might. Even now, centuries after his death, the scrimshawed remains of his skull radiate a formidable power. With proper training, a Librarian of the same gene-seed can bend the Bones of Osrak to his will, accomplishing feats beyond the ken of his fellow psykers.

IMPERIAL FISTS LIBRARIAN only. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Geokinesis discipline, you can re-roll the result.

THE EYE OF HYPNOTH

The Eye of Hypnoth was presented to the Imperial Fists in late M39 in honour of the assistance they provided in defending the forge world of Hypnoth from Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy fortifications.

IMPERIAL FISTS model only. The bearer has the following ability:

Eye of Hypnoth (Aura): While a friendly IMPERIAL FISTS CORE unit is within 6" of the bearer, each time a model in that unit makes a ranged attack, re-roll a wound roll of 1.

THE SPARTEAN

This bolt pistol is a true work of the artificer’s art. Since its forging in M35, hundreds of warriors have used the pistol to myriad enemies of Mankind. All of its bearers have remarked upon the weapon’s potent and noble machine spirit, a presence so manifest that it felt as though the weapon was a battle-brother stood always at their side.

IMPERIAL FISTS model with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Spartean
The Spartean
18"
Pistol 2
4
-3
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.


Imperial Fists Special-issue Wargear

Just as they recruit from many worlds, so the Imperial Fists can draw upon the industrial artifice of all those planets – along with the armoury of Phalanx itself – to furnish their warriors with weapons and wargear. Some of these potent pieces of equipment were crafted upon Terra itself, and thus bear all the hallmarks of the throneworld’s peerless craftsmanship.

If your army is led by an IMPERIAL FISTS WARLORD or a WARLORD drawn from an Imperial Fists successor Chapter, you can give one of the following Special-issue Wargear Relics to an IMPERIAL FISTS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLES cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

AURIC AQUILA

When these shining, golden aquila icons are forged, shavings of metal taken from the Phalanx’s own armour plates are worked into their makeup. They thus benefit from a fragment of the mighty warship’s fortitude and the protective aegis of its ancient machine spirit that helps to shield their bearers from hurts both physical and malefic.

A model with this Relic has a 4+ invulnerable save. When a model with this Relic would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

FIST OF TERRA

These ornate power fists are reputed to be remaining examples of the vaunted Solarite gauntlets used in the fighting on the walls of Terra at the height of the Horus Heresy. Crafted from the most potent materials and rare amongst the Imperial Fists even ten thousand years ago, these finely crafted weapons have sundered the foes of Mankind across the galaxy.

Model with a power fist only. This Relic replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fist of Terra
Fist of Terra
Melee
Melee
x2
-3
2
Abilities: When the bearer fights, it makes 1 additional attack with this weapon.

GATEBREAKER BOLTS

An unusual adaptation originally designed to aid Imperial Fists in blasting open the reinforced doors of enemy-held bunkers, these bolt rounds contain an unstable reservoir of hyper-dense liquid theldrite. Upon hitting their target, this substance catapults forwards within its canister and solidifies, adding battering-ram force and a Land Raider’s worth of unexpected weight to the impact of the shell.

When you give a model this Relic, select one bolt weapon that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a gatebreaker bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D3 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the weapon has an Armour Penetration characteristic of -5 and a Damage characteristic of 1 for that attack.

MASTER-CRAFTED WEAPON

Within the armouries of each Space Marine Chapter, the finest artificers seek to fashion weapons of ornate magnificence and utter lethality. Those forged upon Macragge are breathtaking examples of the weaponsmith’s craft, be they potent firearms or gilt-chased blades.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

WARDEN’S CUIRASS

In the past millennia of war, these resplendent golden plates have graced the chest of many a son of Rogal Dorn. Proudly displaying the flawless sigil of the Primarch, they declare an unbreakable allegiance to the Imperium and the Emperor. Forged with metallic ores whose composition is no longer understood in the Imperium, each of these chest-plates also provides formidable defence, bolstering the wearer’s fortitude to that of the heroes of yore.

Add 1 to the Wounds characteristic of a model with this Relic.


Relics of Nocturne

Each Salamander is a master artisan in their own right, their armouries filled with items of wargear as ornate as they are effective. Some of these, however, are superlative examples of their craft, weapons of great power or armour of unparalleled protection. These treasures are not locked away, but borne into battle on the front lines against the enemies of Mankind.

If your army is led by a SALAMANDERS WARLORD, you can give one of the following Relics of Nocturne to a SALAMANDERS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Adrax Agatone) and VEHICLE models cannot be given the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

DRAKE-SMITER

Legend has it that Drake-smiter can shatter the diamond-hard skull of a void-dragon with a single blow. It is presented to heroes of the Chapter, who wield it in battle to sunder battle tanks, monstrous behemoths and even the armour of traitorous Titans.

Model equipped with thunder hammer only. This Relic replaces a thunder hammer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Drake-smiter
Drake-smiter
Melee
Melee
x2
-4
3
Abilities: When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 add 3 to the Damage characteristic of this weapon for that attack.

HELM OF DRAKLOS

Forged by Chapter Master Tu’Shan from thousands of individual scales, this helm is entrusted to a mighty hero of the Chapter. It bestows the wearer with great fortitude, whilst its fearsome appearance sees his foes quake before him.

PRIMARIS model only. Add 1 to the Wounds characteristic of a model with this Relic. The bearer has the following ability:

Helm of Draklos (Aura): While an enemy unit is within 6" of the bearer, subtract 1 from the Leadership characteristic of models in that unit.

NOCTURNE’S VENGEANCE

The shattered pieces of the famed flamer, Nocturne’s Fury – destroyed during the Indomitus Crusade – were salvaged and brought back to the forges of Nocturne, where a dozen artificers laboured to revive the weapon’s vengeful machine spirit. Reborn into a new adamantium form, the machine spirit rages hotter than ever, and it is said its flames burn the enemy with the ferocity of Mount Deathfire itself.

Model with combi-flamer only. This Relic replaces a combi-flamer and has the following profile. When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
WEAPON
RANGE
TYPE
S
AP
D
Master-crafted boltgun
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
Master-crafted flamer
Master-crafted flamer
12"
Assault D6
4
-1
2
Abilities: When resolving an attack made using the master-crafted flamer profile of this weapon, do not make a hit roll: it automatically scores a hit.

THE SALAMANDER’S MANTLE

This heavy-scaled mantle is made from the dense hide of one of Nocturne’s massive salamander lizards, which live in the deepest lava flows of the planet’s volcanoes. In battle, this cloak can turn blades and bolts aside in a shower of flame, mimicking the durability of the fire-breathing beast it was made from.

When resolving an attack made against a model with this Relic, subtract 1 from the wound roll.

THE TOME OF VEL’CONA

An opus of the Salamanders’ Chief Librarian Vel’cona, this tome contains many of his teachings. A Librarian that studies from the book before battle will gain greater understanding of the nature of his inner flame, and how best to turn it against enemies of the Chapter.

LIBRARIAN model only. A model with this Relic knows one psychic power from the Promethean discipline in addition to any other powers it knows. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Promethean discipline, you can add 1 to the total.

VULKAN’S SIGIL

Vulkan’s personal sigil, carried throughout the Great Crusade, was in the form of a blacksmith’s hammer and engraved with the words ‘For he smote the Emperor’s enemies as a hammer striking an anvil’. It is a valued artefact of the Chapter, and its safekeeping has always been entrusted to one of the Salamander’s most distinguished champions.

  • Add 1 to the bearer’s Attacks characteristic.
  • Once per battle, at the start of the Fight phase, the bearer can hold aloft Vulkan’s Sigil. Until the end of the phase:
    • Add 1 to the bearer’s Attacks characteristic (for a cumulative total of +2 Attacks).
    • The bearer gains the following ability: ‘Vulkan’s Sigil (Aura): While a friendly SALAMANDERS CORE unit is within 6" of the bearer, add 1 to the Attacks characteristic of models in that unit.’

WRATH OF PROMETHEUS

This expertly crafted bolter has been used to wage war for centuries, bringing death to the enemies of the Imperium from the time of the Heavenfall Massacres. Traitors and aliens alike have fallen to its fury.

SALAMANDERS model with a boltgun or master-crafted boltgun only. This Relic replaces a boltgun or master-crafted boltgun and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Wrath of Prometheus
Wrath of Prometheus
30"
Rapid Fire 1
5
-2
3


Salamanders Special-issue Wargear

The highly developed skills of Vulkan’s heirs at their anvils means their Chapters have access to great vaults filled with unique and beautifully crafted equipment. Each blade is a deadly work of art, each engraved pauldron a canvas of war, lavishly embellished by these warrior-smiths and as enduring as their creators’ fiery spirit.

If your army is led by an SALAMANDERS WARLORD or a WARLORD drawn from an Salamanders successor Chapter, you can give one of the following Special-issue Wargear Relics to an SALAMANDERS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Salamanders successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

DRAGONRAGE BOLTS

The Salamanders and their successors are the creators of the fiery bolts whose mysteries they passed to the Deathwatch. Yet, the scions of Vulkan kept the secret of the explosive dragonrage bolts to themselves. Each bolt contains a liquid promethium core that erupts with fury

When you give a model this Relic, select one bolt weapon that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a dragonrage bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D6 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the target does not receive the benefit of cover to its saving throw, and that weapon has a Damage characteristic of 1 and an Armour Penetration characteristic of -1 for that attack.

DRAKEBLADE

These blades are crafted in the heart of certain volcanic death worlds, their adamantine forms quenched in the blood of the great fire-breathing drakes that dwell therein. Though they appear to be ordinary swords, they radiate a fierce heat that carves through armour and causes those that feel their scorching bite to burst in flames.

Model with power sword, master-crafted power sword or combat knife only. This Relic replaces a model’s power sword, master-crafted power sword or combat knife, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Drakeblade
Drakeblade
Melee
Melee
+1
-4
2
Abilities: When resolving an attack made with this weapon, on an unmodified wound roll of 6 the target suffers 1 mortal wound in addition to any normal damage.

MASTER-CRAFTED WEAPON

Within the armouries of each Space Marine Chapter, the finest artificers seek to fashion weapons of ornate magnificence and utter lethality. Those forged upon Macragge are breathtaking examples of the weaponsmith’s craft, be they potent firearms or gilt-chased blades.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

OBSIDIAN AQUILA

Carved from jet-black volcanic stone, these icons stand proudly mounted upon backpacks or banner poles, or else set within the bearer’s own battle plate, proclaiming the unbreakability of the sons of Vulkan.

The bearer has the following ability:

Obsidian Aquila (Aura): While a friendly SALAMANDERS CORE unit is within 6" of the bearer, roll one D6 each time a model in that unit would lose a wound: on a 6, that wound is not lost.

PROMETHEAN PLATE

Crafted using ancient secrets passed down from the master armourers of the Salamanders Chapter to their successors, it is said that these suits of armour can remain unblemished even in the heat of the greatest infernos.

When resolving an attack made against a model with this Relic, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.


Relics of the Eternal Crusade

If your army is led by a BLACK TEMPLARS WARLORD, you can, when mustering your army, give one of the following Relics of the Eternal Crusade to a BLACK TEMPLARS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

Each time the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost.

ANCIENT BREVIARY

This humble prayer book once belonged to the first High Chaplain of the Black Templars. It contains his teachings on the divine, and his successors recite from its pages on the eve of battle. Every utterance from this tome carries immense weight for the battle-brothers of the Chapter.

CHAPLAIN model only. Each time a roll is made to determine if a litany recited by the bearer is inspiring, roll one additional D6 and discard the lowest result.

AQUILA IMMORTALIS

This emblem was smelted and reconsecrated from destroyed relics found in shrines desecrated by the enemies of the Emperor. Awarded to those who have distinguished themselves on the battlefield, they speak to the fortitude and fury of the bearer.

Add 1 to the bearers Toughness and Attacks characteristics.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

The bearer has a Save characteristic of 2+ and a 5+ invulnerable save.

BREATH OF THE THRONE

While appearing to be of a standard pattern, and fuelled by normal promethium, the flames that emit from this weapon burns incandescent. Those who are graced by their touch feel the wrath of the Emperors divine light upon them.

Model with a combi-flamer or auto-flamer only. This Relic replaces the flamer profile of a combi-flamer or auto-flamer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Breath of the Throne
Breath of the Throne
12"
Assault D3+3
5
-1
2
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.

Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile. If that attack scores a hit, the target suffers 1 mortal wound and the attack sequence ends.

MASTER-CRAFTED WEAPON

The armouries of many Crusades are full of ancient weapons crafted by the most skilled artificers. Many of these weapons date back thousands of years and are all the more powerful for their provenance.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a Relic or a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

PERDITION’S EDGE

With blades carved from noctilith, these axes separate the victims soul from the warp briefly as the deathblow is delivered. What is only a moment in reality feels like an eternity of damnation to the departing spirit, punishment for their sins against the immortal Emperor.

Model with a power axe or master-crafted power axe only. This Relic replaces a power axe or master-crafted power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Perdition’s Edge
Perdition’s Edge
Melee
Melee
+3
-2
2
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends.

SKULL OF THE CACODOMINUS (AURA)

A trophy taken from the period of time known only as the Howling, the skull of this wretched xenos creature still echoes with its monstrous, psychic death screams.

  • While an enemy PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.
  • While an enemy PSYKER unit is within 12" of this model, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.
  • Once per battle, at the start of your opponent’s Psychic phase, the bearer can raise the Skull of the Cacodominus. If it does, until the end of the phase, the bearer has the following ability: ‘Skull of the Cacodominus (Aura): While an enemy PSYKER unit is within 18" of this model, subtract 1 from Psychic tests made for that unit (this is cumulative with the other abilities of this Relic).’

SWORD OF JUDGEMENT

The characteristic sigil of the Emperor’s Aquila adorns the cross guard of this revered blade, its keen edge having served many a Black Templar well over the millennia.

Model with a power sword, master-crafted power sword or relic blade only. This Relic replaces a power sword, master-crafted power sword or relic blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Sword of Judgement
Sword of Judgement
Melee
Melee
+3
-3
3

TÄNNHAUSER’S BONES

Marshal Tännhauser was martyred at the hands of the Black Legion at the decisive battle of the Rutgers Reach Crusade. His bones, encased in small reliquaries, were distributed among the warriors of that crusade during the victory sermon. Each is a potent reminder of duty and the expectations placed upon every Black Templar.

Each time an attack is allocated to the bearer, the Damage characteristic of that attack is changed to 1.

THE AURILLIAN SHROUD

Recovered from the shrine world of Aurilla after the opening of the Great Rift, this relic of devotion was once blessed by the holy form of Saint Agatine. Wreathed in an aura of coruscating light, the shroud is said to bring divine protection to all those who bask in its brilliance.

Once per battle, at the start of either player’s Command phase, the bearer can unveil the Aurillian Shroud. If it does, until the start of your next Command phase, the bearer has the following ability:

Aurillian Shroud (Aura): While a friendly BLACK TEMPLARS CORE INFANTRY unit is within 3" of this model, models in that unit have a 4+ invulnerable save.’

THE CRUSADER’S HELM

This imposing helm has been passed down to champions of the Black Templars for many centuries. Worked into its ancient vox-piece is the jawbone of Saint Sebatus the Ancient, a sanctified relic that emboldens the voice of the wearer so that his oratory soars above the clash of battle. The hearts of nearby battle-brothers are filled with zealous fire, and none can stand before their fury.

  • Add 3" to the range of the bearer’s aura abilities (to a maximum of 9").
  • In your Command phase, select one friendly BLACK TEMPLARS CORE unit that is within 9" of the bearer. Until the start of your next Command phase, each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead of the currently active doctrine.

WITCHSEEKER BOLTS

With the metal casings forged from the blades of fallen battle-brothers and blessed by the devout priests of the Ministorum, these bolt rounds have an unerring talent for finding their way to the heart of the witch.

When you give a model this Relic, select one bolt weapon that model is equipped with. Each time the bearer shoots with that weapon, you can choose for it to fire a witchseeker bolt. If you do, you can only make one attack with that weapon.
  • Each time you fire a witchseeker bolt, you can ignore the Look Out, Sir rule if the target is a PSYKER CHARACTER unit.
  • Each time an attack is made with a witchseeker bolt against a PSYKER unit, a successful hit roll inflicts D3 mortal wounds on the target in addition to any normal damage.


Relics of the Angels

If your army is led by a BLOOD ANGELS WARLORD, you can, when mustering your army, give one of the following Relics of the Angels to a BLOOD ANGELS CHARACTER model in your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

GALLIAN’S STAFF

The Librarian Donatus Gallian’s mind was a finely honed weapon. Aware of the damage his abilities could cause should he fall to the Flaw, he crafted a force stave to siphon off the fury of his Red Thirst, using it to bolster his manifested powers. Since his death, others have wielded Gallian’s Staff, though it must be used with caution - the staves hunger for emotion grows with every passing century.

Model equipped with force stave only.
  • The bearer gains the following ability: ‘Gallian’s Staff: Each time this model takes a Psychic test to manifest a psychic power from the Sanguinary discipline, add 1 to that Psychic test.’
  • This Relic replaces a force stave and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gallian’s staff
Gallian’s staff
Melee
Melee
+3
-2
D3

HAMMER OF BAAL

This exquisite weapon was forged by master artisans several millennia ago. It was entrusted by Dante himself into Karlaen’s custody when he took up the mantle of Captain of the 1st Company. Since that day, it has been the doom of traitors and aliens beyond count from the worlds of the Cryptan Shield to the doomed planet of Amethal.

Model equipped with thunder hammer only. This Relic replaces a thunder hammer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Hammer of Baal
Hammer of Baal
Melee
Melee
x2
-3
3

ICON OF THE ANGEL

Entrusted to one whose faith in the primogenitor is profound, the Icon of the Angel takes the form of a small shrine upon the bearer’s backpack. The bearer reminds his brothers of the heretics who fled after laying low the Angel, exhorting them to let no enemy escape their grasp again.

The bearer gains the following ability: ‘Icon of the Angel (Aura): While a friendly BLOOD ANGELS unit is within 6" of this model, you can re-roll charge rolls made for that unit.’

SEVERER

This monstrous chainsword has ended the fates of countless enemies of the Imperium. Tyrants, tainted war engines and hideous xenos have all felt its twin rows of blurring teeth.

FLESH TEARERS model equipped with Astartes chainsword only. This Relic replaces an Astartes chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Severer
Severer
Melee
Melee
+2
-2
2
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 5+ the target suffers 1 mortal wound in addition to any normal damage.

THE CRIMSON PLATE

This ancient suit of Terminator armour is thought to have been worn by Amit, first Chapter Master of the Flesh Tearers. Its machine spirit retains that ferocious warriors battle-lust, and its microfibre bundles react with agility to the wearer's movements.

FLESH TEARERS TERMINATOR model only.
  • Add 1" to the bearer’s Move characteristic.
  • The bearer is eligible to charge in a turn in which it Advanced.
  • The bearer can move up to 4” when making pile-in and consolidation moves.

VISAGE OF DEATH

This exquisitely crafted mask is a thing of dark beauty to the Blood Angels, and a sign of impending doom to their enemies. The unchanging expression of the mask inspires fear and uncertainty even in confident enemies. They see no anger, pain or elation on the wearer’s face - clues as to the warriors state of mind in a duel.

  • Each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
  • The bearer gains the following ability: ‘Visage of Death (Aura): While an enemy unit is within 3" of this model, it loses the Objective Secured ability and any similar abilities that allow it to control an objective marker regardless of the number of enemy models within range of that objective marker.’

WRATH OF BAAL

If this ancient banner was ever known by another name, it has long been lost to time. All surviving records refer to it only as the Wrath of Baal, for that is what its presence heralds. Where it flies, its depiction of Sanguinius framed by his angelic wings spurs his sons to leap further and higher. The teardrops of polished bloodstone remind them of their Primarch’s and Chapter’s sacrifice, and so they burn their jump packs hard, the swifter to bring the retribution of the Blood Angels down upon their foes.

SANGUINARY ANCIENT model only. The bearer gains the following ability: ‘Wrath of Baal (Aura): While a friendly BLOOD ANGELS JUMP PACK unit is within 6" of this model, each time that unit is selected to make a Normal Move, Advance or Fall Back, add 2" to that units Move characteristic until the end of the phase.’


Blood Angels Special-issue Wargear

If your army is led by a BLOOD ANGELS WARLORD or a WARLORD from a Blood Angels successor Chapter, you can, when mustering your army, give one of the following Special-issue Wargear Relics to a BLOOD ANGELS CHARACTER model in your army, or a CHARACTER model in your army that is drawn from a Blood Angels successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

ARCHANGEL’S SHARD

When Sanguinius battled Horus, his magnificent blade was tragically shattered against the Warmaster’s profane battleplate. The shards were gathered up and new swords forged to incorporate them, each one gifted to a different successor Chapter.

Model equipped with power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Archangel’s shard
Archangel’s shard
Melee
Melee
+2
-4
2
Abilities: Each time an attack made with this weapon is allocated to a model in a CHAOS unit, that attack has a Damage characteristic of 3. Each time an attack made with this weapon is allocated to a model in a CHAOS MONSTER unit, that attack has a Damage characteristic of 4.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearers know that honoured champions of the Imperium stand before them.

The bearer has a Save characteristic of 2+ and a 5+ invulnerable save.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. In the case of the Blood Angels they are known to be, in themselves, items of great beauty fashioned with immense care. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy from an unexpected angle.

Each time the bearer fights, it can make 1 additional attack using the close-combat weapon profile. If that attack scores a hit, the target suffers 1 mortal wound and the attack sequence ends.

FLESHRENDER GRENADES

These red spheres contain small servo-automata ringed with multiple circular gyro-saws like miniature astrolabes. They follow limited logic paths to tear apart anything nearby in fountains of blood before their power runs out.

Model equipped with frag grenades only. This Relic replaces frag grenades and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fleshrender Grenades
Fleshrender Grenades
6"
Grenade D3
5
-3
2
Abilities: Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.

GLEAMING PINIONS

Appearing as merely beautifully sculpted wings adorning the bearer’s jump pack, these rare artefacts contain hundreds of micro-servos connected to individual ceramite feathers and planar surfaces. With such aerodynamic control, the wearer can twist and bank at incredible speeds, turning heavenward soars into stooping dives in a heartbeat.

JUMP PACK model only.
  • The bearer is eligible to charge in a turn in which it Fell Back.
  • You can re-roll charge rolls made for the bearer.

MASTER-CRAFTED WEAPON

Though virtually every weapon wielded by the Blood Angels is a fine piece of art as pleasing to the eye as it is effective at slaying the Emperor’s foes, within this noble brotherhood there are warriors whose skills at the forge are incredible indeed. Their creations are so beautiful they can induce tears, yet they remain ruthlessly effective.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a Relic or a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

QUAKE BOLTS

Each quake bolt is crafted individually by a Magos of the Adeptus Mechanicus and contains a warhead that emits a pulsed shock wave. Anyone caught in the vicinity is thrown from their feet, becoming easy prey for assault units.

When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a quake bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target unit is felled until the end of the turn in addition to any normal damage. Each time a melee attack is made against a unit that is felled, add 1 to that attacks hit roll.


Relics of the Rock

If your army is led by a DARK ANGELS WARLORD, you can, when mustering your army, give one of the following Relics of the Rock to a DARK ANGELS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters cannot be given any of the following Relics. Unless specifically stated otherwise, VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.

CUP OF RETRIBUTION

The Cup of Retribution is used in the great annual event known as the Feast of Malediction. Legends tell that it is the original vessel from which the Emperor drank at the feast held by the Lion when father and son were reunited.

CHAPLAIN model only. Once per battle, the bearer can recite the Feast of Malediction litany instead of reciting a litany that it knows. If it does, do not roll to see if the litany is inspiring; it is automatically inspiring.

Feast of Malediction (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this PRIEST, add 1 to the Attacks characteristic of models in that unit.

FOE-SMITER

This ornate storm bolter was wrought by Fedorovich the Great, one of the greatest weaponsmiths of the era of the Great Crusade. Foe-smiter was presented with honour to the first Grand Master of the Deathwing, and continues to lay low the enemies of the Chapter to this day.

Model equipped with a storm bolter only. This Relic replaces a storm bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Foe-smiter
Foe-smiter
24"
Assault 4
5
-1
2

MACE OF REDEMPTION

The Mace of Redemption is perhaps the greatest of the weapons forged by the Dark Angels to hunt their traitorous comrades. Blessed with incantations of vengeance, the hollow centre of this sacred power maul flares white-hot when it smites a foe. It is said that, with the mace in hand, Supreme Grand Master Raphael struck down the Daemon Prince ruler of the blasphemous world of New Caliban, allowing the arch-heretic to be captured.

Model equipped with a power maul or crozius arcanum only. This Relic replaces a power maul or crozius arcanum and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mace of Redemption
Mace of Redemption
Melee
Melee
x2
-3
2
Abilities: Each time an attack is made with this weapon against a FALLEN or HERETIC ASTARTES unit, an unmodified wound roll of 4+ inflicts 2 mortal wounds on the target and the attack sequence ends.

PENNANT OF REMEMBRANCE

This hallowed banner records the names and deeds of the legendary members of the Deathwing that the company’s bone-coloured armour commemorates. The legacy of those mighty warriors is one of bravery and defiance in the face of overwhelming odds. Under the shadow of their example, every member of the Deathwing fights on through grievous injury to prove themselves worthy successors of such mighty paragons.

DEATHWING ANCIENT model only. In your Command phase, select one DEATHWING INFANTRY CORE unit from your army within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

RELIQUARY OF THE REPENTANT

The skull contained within this reliquary is that of a captured Fallen psyker who repented his sins. Once he had been executed, the remains were mounted upon the bike of the Ravenwing Inner Circle member who had captured him. The power of the Fallen lingers in the relic still, creating a disturbing aura that strikes at the minds of enemies and interferes with their shielding systems.

RAVENWING BIKER model only. While an enemy unit is within 3" of the bearer, each time an invulnerable saving throw is made for a model in that unit that has an invulnerable save of 4+ or better, the saving throw is only successful on an unmodified roll of 5+.

SHROUD OF HEROES

When one of the Dark Angels’ mightiest warriors is slain in battle, his recovered remains are wrapped in a death shroud until he can be interred within the crypts of the Lion’s Sanctum. Pieces of this fabric, stained in the blood of heroes, are then stitched into a single set of robes known as the Shroud of Heroes, and those who wear it claim they can feel the protective powers of their predecessors.

Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.

THE EYE OF THE UNSEEN

This augmetic was first bequeathed to Interrogator-Chaplain Enoch and has since been extracted and reimplanted into a string of Dark Angels heroes. It is said that no secret can escape the gaze of the Eye, nor guilt. Those fixed by the glowing lens have their deepest wants and fears laid bare, their every weakness exposed. They stagger and stumble beneath its gaze, and it is all they can do not to drop to their knees and confess all.

  • The bearer gains the following ability: ‘Fear (Aura): While an enemy unit is within 6" of the bearer, subtract 1 from the Leadership characteristic of models in that unit.’
  • At the start of the Fight phase, if an enemy CHARACTER unit is within Engagement Range of the bearer, that unit is not eligible to fight until all other eligible units from your army have done so.
A RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a VEHICLE.


Dark Angels Special-issue Wargear

If your army is led by a DARK ANGELS WARLORD or a WARLORD from a Dark Angels successor Chapter, you can, when mustering your army, give one of the following Special-issue Wargear Relics to a DARK ANGELS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters cannot be given any of the following Relics. Unless specifically stated otherwise, VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

Each time the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost.

ARBITER'S GAZE

This bionic eye is powered by the smallest fragment of the Stone Guardians, arcane relics of fallen Caliban steeped in mystery and eldritch power.

  • Each time the bearer makes an attack, a hit roll of 2+ is always successful (including when firing Overwatch), irrespective of any modifiers or abilities that the target may have.
  • Each time the bearer makes an attack, the target does not receive the benefits of cover against that attack.
A RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a VEHICLE.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

The bearer has a Save characteristic of 2+ and a 5+ invulnerable save.

ATONEMENT

Atonement was recovered from a slain Fallen. Its machine spirit is uniquely placid in the hands of any Dark Angel who wields it, as if it seeks repentance. In battle against the Emperors foes its temper is furious, the weapon eager to prove its continued loyalty.

Model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Atonement
Atonement
18"
Pistol 1
9
-4
3

BOLTS OF JUDGEMENT

Thrice-blessed with rites of punishment and forged from rare ores that survived Calibans destruction, the Bolts of Judgement have been perfected as decisive hunters’ weapons.

When you give a model this Relic, select one bolt weapon that model is equipped with. Each time the bearer shoots with that weapon, you can choose for it to fire a bolt of judgement. If you do, you can only make one attack with that weapon, but that attack has an Armour Penetration characteristic of -2 and a Damage characteristic of 3. When making that attack, unless the target is a VEHICLE or MONSTER unit, a wound roll of 2+ is always successful. A RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a VEHICLE.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Shortranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.

Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile. If that attack scores a hit, the target suffers 1 mortal wound and the attack sequence ends. A RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a VEHICLE.

HEAVENFALL BLADE

This weapon was bestowed upon the most honourable Knight of the Order before a long quest into the wilds of Caliban. Its blade is empowered by a force generator of magnificent strength.

Model equipped with a power sword, master-crafted power sword, relic blade or executioners relic blade. This Relic replaces a power sword, master-crafted power sword, relic blade or executioner’s relic blade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Heavenfall Blade
Heavenfall Blade
Melee
Melee
+2
-4
2
Abilities: Each time the bearer fights, it makes 1 additional attack with this weapon.

A RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a VEHICLE.

MASTER-CRAFTED WEAPON

The armouries of many Unforgiven Chapters are full of ancient weapons crafted by the most skilled artificers. Many of these weapons date back thousands of years and are all the more powerful for their provenance.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a Relic or a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.


Relics of the Fang

If your army is led by a SPACE WOLVES WARLORD, you can, when mustering your army, give one of the following Relics of the Fang to a SPACE WOLVES CHARACTER model in your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.

BLACK DEATH

The sagas of Torvald Fangbreaker, of Gerd the Bloody and many others detail the sickening monsters and fell champions slain by Black Death. They tell of how the runic enchantments etched into the ebon blade glow darkly in battle, transforming the bearer into a relentless killing machine.

Model equipped with master-crafted power axe or power axe only. This Relic replaces a master-crafted power axe or power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Black Death
Black Death
Melee
Melee
+2
-2
1
Abilities: Each time the bearer fights, it makes D6 additional attacks with this weapon.

FIREHEART

This ancient plasma pistol appears in the sagas of several heroes of the Chapter. Within its power cells is said to be restrained the burning fury of the Season of Fire at its incandescent height.

Model equipped with plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fireheart
Fireheart
18"
Pistol 1
9
-4
3

MOUNTAIN-BREAKER HELM

The Wolf Lord Eirik Firemane was renowned for brawling with his warriors, often finishing such fights with a thunderous headbutt. In jest, his Wolf Guard charged the Iron Priests to fit their lord's helm with reinforced front plating and micro-accelerators. Impressed with the savage effectiveness of this alteration, Firemane ensured many an enemy warlord was laid low in brutal fashion.

After making close combat attacks with the bearer, before they consolidate, you can select one enemy unit within 1" of the bearer and roll one D6; on a 2+, that unit suffers D3 mortal wounds.

THE ARMOUR OF RUSS

This ancient suit of armour exudes an aura of hoarfrost that chills nearby enemies, slowing their movements to a glacial crawl. It is said that during the Second Great Hunt a piece of battle plate was recovered from the Temple of Horus and worked into this armour; some sagas suggest that it formed part of the panoply of none other than the Wolf King himself.

  • The bearer has a Save characteristic of 2+ and a 4+ invulnerable save.
  • At the start of the Fight phase, you can select one enemy unit within Engagement Range of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

THE PELT OF BALEWOLF

The pelts of wolves are plentiful trophies amongst the heroes of Fenris. However, some of these mantles are rare and steeped in legend, belonging to one of the near-mythical Blackmaned wolves. The Pelt of Balewolf came from a giant of its massive kind. Even now when the name of its heroic slayer is barely recalled, Balewolf's raw spirit still permeates the long-dead creatures pelt, a bestial aura that reaches into primitive fear centres. Even the mighty instinctively tremble before the wearer, sensing the presence of a terrifying alpha predator.

Each time a melee attack is made against the bearer, subtract 1 from that attacks hit roll and wound roll.

THE STORM’S EYE

This rune-scribed stone is carried on a thong ofkraken hide. In a tale told only among the Rune Priests, the stone came from the bottom of the sea. Its tempestuous power caused a miles-wide maelstrom to churn the waves and the skies for a long Fenrisian year until the World Wolf itself spat it up in disgust during a vicious Season of Fire. It is attuned also to the far stranger tides of the immaterium. As the wearer commands the elements, the wrathful energies of a storm swirls around him to batter his foes.

LIBRARIAN model only. Once per turn, in your Psychic phase, after resolving the effects of a psychic power from the Tempestas discipline that was successfully manifested by the bearer, roll one D6 for each enemy unit within 12" of the bearer; on a 4+, that enemy unit suffers 1 mortal wound.

THE WULFEN STONE

This large russet diamond was crafted by the Iron Priest Fengri, the greatest artificer of his time, to house the raging spirit of the Wulfen. It is carried to battle only in the most extreme circumstances, and in its presence the caged, bestial nature deep within the sons of Russ is set free, filling them with violent and uncontrollable rage.

  • The bearer has the following ability: ‘Bestial Charge (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of the bearer, you can re-roll charge rolls made for that unit.’
  • Once per battle, at the start of the Fight phase, the bearer can evoke the spirits of the Wulfen. If it does, select one friendly SPACE WOLVES unit within 6" of the bearer that has the Savage Fury ability; until the end of the phase, each time a model in that unit makes an attack, the additional hit scored as a result of the Savage Fury ability is achieved on an unmodified hit roll of 5+ for that attack.


Space Wolves Special-issue Wargear

If your army is led by a SPACE WOLVES WARLORD or a WARLORD from a Space Wolves successor Chapter, you can, when mustering your army, give one of the following Special-issue Wargear Relics to a SPACE WOLVES CHARACTER model in your army, or a CHARACTER model in your army that is drawn from a Space Wolves successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

Flowing fur-lined cloaks or entire wolf pelts may be threaded with nano-braided adamantine, hide energy field projectors in leering, lupine skulls, or even be inlaid with concealed warding runes that are proof against even the strongest attacks.

Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour may be graven with details of the warrior’s heroic deeds, inlaid with snarling lupine motifs and inscribed with runes of protection. Such armour provides superior defensive capabilities that rival even Terminator plate.

The bearer has a Save characteristic of 2+ and a 5+ invulnerable save.

DIGITAL WEAPONS

Concealed weapons may be fitted into bionic implants, the knuckles of a power-armoured gauntlet, the fanged maw of a sculpted wolf helm or countless other places. Some are lasers or small flame weapons, while others take the form of hidden power talons fitted to armoured boots. Short-ranged and powerful, they are typically triggered in the midst of melee to attack from an unexpected angle.

Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 Core Book). If that attack scores a hit, the target suffers 1 mortal wound and the attack sequence ends.

FROST WEAPON

Amongst the most prized weapons of the sons of Russ - himself the Lord of Winter and War - these blisteringly cold weapons are specially crafted by a master Iron Priest. Some are forged from the diamond-sharp fangs of the Ice Kraken while others are shards of energised diamond, giving them the appearance of blades forged from purest ice.

When you give a model this Relic, select one of the following weapons that model is equipped with: lightning claw; master-crafted power axe; master-crafted power sword; power axe; power sword. Add 1 to the Strength and Damage characteristic of that weapon (if the model is equipped with two lightning claws, improve the characteristics of both weapons). That weapon (or weapons, if the model is equipped with two lightning claws) is considered to be a Chapter Relic.

MASTER-CRAFTED WEAPON

Though the Space Wolves maintain many traditions that appear simple, atavistic or even barbarous, the exquisite workmanship poured into their deadly weapons is widely lauded. Entire halls and chambers in the Fang are hung with ornate arms, every one forged for one of the Chapter’s greatest heroes.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

MORKAI’S TEETH BOLTS

Tipped with slivers of dark, unmelting ice mined from the deepest caves on auspicious moonless nights, these bolts mark their luckless victims' very spirits, drawing the eye of Morkai to them.

When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morkai’s Teeth bolt. If you do, you can only make one attack with that weapon, but if that attack scores a hit, the target unit is marked by Morkai until the end of the turn and the attack sequence ends. Each time an attack is made against a unit that is marked by Morkai, re-roll a wound roll of 1.

RUNIC WEAPON

These graven and psychically conductive weapons are covered in ancient runes that glow red-hot when empyric power is channelled through them. Each is a unique and deadly tool of the Rune Priest’s art, carved with protective sigils and canticles of banishment that afford protection against the powers of the warp.

LIBRARIAN model only.
  • Add 1 to Deny the Witch tests taken for the bearer.
  • When you give a model this Relic, select one of the following weapons that model is equipped with: force axe; force stave: force sword. Add 1 to the Strength characteristic of that weapon. That weapon is considered to be a Chapter Relic.

WOLF TAIL TALISMAN

Although seen by the sons of Russ as tokens of luck and protection against evil, wolf tail talismans are regarded by most outside the Chapters of Russ' genetic legacy as trinkets of mere superstition. Yet whether through the power of the bearer’s belief, some attribute inherent in the creatures they are taken from or some stranger reason, these talismans appear to bestow the warrior with a measure of protection against malicious attacks.

In the Psychic phase, each time a model in the bearer’s unit would lose a wound as a result of a mortal wound, roll one D6; on a 4+, that wound is not lost.


Relics of the Watch Fortresses

If your army is led by a DEATHWATCH WARLORD, you can, when mustering your army, give one of the following Relics of the Watch Fortresses to a DEATHWATCH CHARACTER model in your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

ADAMANTINE MANTLE

Though few of these flowing cloaks bear much more than cryptic watch fortress symbolism or simple patterns of office, within their fabric are hidden threads of braided adamantine that can withstand even the most determined enemy attack.

Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers to the highest specifications, these ornate suits of armour provide superior protective capabilities that rival even Terminator plate. Some are engraved with depictions of the vile creatures the wearer has struck down during his long vigil.

The bearer has a Save characteristic of 2+ and has a 5+ invulnerable save.

ARTIFICER BOLT CACHE

The greatest hunters of the Deathwatch may be gifted with autocalibrated bolts of exquisite and varied lethality, each uniquely forged for their personal weapons.

Bolt weapons that the bearer is equipped with gain the Special-issue Ammunition ability.

BANEBOLTS OF ERYXIA

Arch-Magister Eryxia spent her entire life in search of the perfect bolt shell. She spent decades working with the Deathwatch, perfecting not only the specialist ammunition of their Chapter, but also their magazines. Some of her finest creations are still extant, housed within ammunition clips chased in platinum. Whatever the nature of the foe, just one of Eryxias Banebolts, when delivered to the centre mass, can slay its target in a second.

When you select this Relic, select one bolt weapon the bearer is equipped with. When that model is chosen to shoot with, if it does not fire special-issue ammunition, you can choose for that weapon to fire a Banebolt of Eryxia. If you do, you can only make one attack with that weapon, but that attack has a Strength characteristic of 6, an AP characteristic of -2 and a Damage of 3.

DIGITAL WEAPONS

Digital weapons are concealed armaments fitted into ornamentation, bionic implants or the knuckles of a power-armoured gauntlet. Some fire high-powered lasers, toxin-coated nano-needles or far less common ammunition; the Deathwatch possess a great deal of undisclosed technology.

Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile. Each time you make that attack, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.

DOMINUS AEGIS

This artefact takes the form of an ornate tower shield; from its sculpted edge, it projects a hemispherical force field that protects all those within its reach. Carried to war by those kill teams expected toplunge into the heart of the xenos hordes, it has saved countless lives, the bearer and his team fighting to victory as the dome-like force field keeps the worst of the alien scum at bay.

Model with a storm shield, relic shield or combat shield only. This Relic replaces a storm shield, relic shield or combat shield.
  • Add 1 to armour saving throws made for the bearer.
  • The bearer has the following ability. ‘Dominus Aegis (Aura): While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit is within 6" of the bearer, models in that unit have a 5+ invulnerable save.’

EYE OF ABIDING

This dark bronze bionic eye appears to be far in advance of any Imperial technology; its hidden workings contain a seemingly endless array of multiwave lenses, entropic filters and pan dimensional vitreous humours that cast aside the densest veil.

  • Each time the bearer makes an attack, you can ignore any and all hit roll, wound roll, Ballistic Skill and Weapon Skill modifiers for that attack.
  • Each time the bearer makes an attack, on an unmodified wound roll of 6, invulnerable saving throws cannot be made against that attack.

MASTER-CRAFTED WEAPON

Worked upon by the watch fortress’ experienced Techmarines, occupying the entire lives of mortal artificers and calibrated by specially sanctioned tech-magi, these priceless weapons are commissioned to honour the confirmed eradication of especially significant xenos horrors.

When you select this Relic, select one weapon the bearer is equipped with (this cannot be a Relic or a weapon whose profile includes the word 'master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

OSSEUS KEY

The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. Where other such devices are made from sanctified platinum, the Osseus Key is made from the,hand and finger bones of deceased Imperial Fist heroes that fought in the Horus Heresy, scrimshawed with inhuman care and imbued with the fiercest machine spirits of the age. No portal can bar its bearer from entry, and no xenos machine can stand before his wrath.

WATCH MASTER only. The bearer has the following aura abilities:
  • While an enemy VEHICLE unit is within 12" of the bearer, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
  • While an enemy VEHICLE unit is within 12" of the bearer, subtract 1 from the Attacks characteristic of each model in that unit.

SPEAR OF THE FIRST VIGIL

This ancient vigil spear was presented to the first Watch Masters of the Deathwatch at the time of the Chapter s founding. Wound around its shaft in nano-script a molecule thick is the earliest known and most extensive example of the Litany Xenomortis; some verses are so archaic and esoteric that their true meaning is now unknown.

Model equipped with vigil spear only. This Relic replaces a vigil spear and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Spear of the First Vigil (shooting)
Spear of the First Vigil (shooting)
24"
Rapid Fire 2
4
-1
2
Abilities (shooting): Special-issue Ammunition
Spear of the First Vigil (melee)
Spear of the First Vigil (melee)
Melee
Melee
+2
-3
3

THE BEACON ANGELIS

The Beacon Angelis was devised to guide the Deathwatch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it.

Once per battle, if the bearer did not arrive as Reinforcements this turn, it can activate the Beacon Angelis. If it does, in the Reinforcements step of your Movement phase, you can select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit that is either on the battlefield and did not arrive as Reinforcements this turn, is in a teleportarium chamber or is in Strategic Reserves. Remove that unit and set it up as Reinforcements wholly within 6" of the bearer and more than 9" away from any enemy models.

THE BLACKWEAVE SHROUD

This hypermorphic bodyglove of uncertain origin is worn beneath a warriors armour, extending autonomous microfilaments that reinforce the ports to the wearers black carapace. It forms a fibrous medium that shields the warriors most vital biosystems.

  • Add 1 to the Toughness characteristic of the bearer.
  • Each time the bearer would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

THE SOUL FORTRESS

This psychoreactive coif enhances the wearers natural repugnance for his foes into a radiating barrier that rejects insidious mental incursion and dampens the spiritual manipulations of the xenos. With the Soul Fortress, xenos-hunting Librarians have delved into the dens of psychically gifted alien horrors without fear of taint, their minds girded against auras of soul-draining enervation.

LIBRARIAN model only.
  • Each time a Psychic test is taken for the bearer, you can ignore any and all modifiers to that test.
  • Increase the range of the bearer’s Psychic Hood ability to 24".

THE THIEF OF SECRETS

The power sword known as the Thief of Secrets is inhabited by a machine spirit that has an unquenchable thirst for knowledge. It has tasted the vitae of countless alien races, absorbing those liquids through auto-sanctified sanguinator-channels and codifying them through the honeycombed array oflogicum cells within. The biological secrets of many xenos races have thus been laid bare, allowing the blades user to modulate its power field, the better to slice through chitinous armour, rupture xenoform organs and burn out alien nervous systems with ease.

Model equipped with power sword, master-crafted power sword or xenophase blade only. This Relic replaces a power sword, master-crafted power sword or xenophase blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Thief of Secrets
The Thief of Secrets
Melee
Melee
+1
-4
1
Abilities: Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time an attack made with this weapon is allocated to a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE model, that attack has a Damage characteristic of 2.

THE TOME OF ECTOCLADES

This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch have uncovered about their foes, both xenos and those who harbour them. The bearer can ascertain the vulnerabilities of those he is about to face - such knowledge has, in the past, saved not only the book’s custodian but entire worlds.

Once per battle, in your Command phase, you can use the Tome of Ectoclades. If you do, select one datasheet used by a unit from your opponent’s army. Until the start of your next Command phase, the bearer has the following ability: ‘Tome of Ectoclades (Aura): While a friendly DEATHWATCH CORE unit is within 6" of the bearer, each time a model in that unit makes an attack against a unit belonging to the selected datasheet, you can re-roll the wound roll.’

VHORKAN-PATTERN AUSPICATOR

This omnikinoptic device was the only one of its kind to escape the purge that saw its creator executed. Telian Vhorkan, an accomplished scopticrat, created this scryer unit by incorporating his unwilling underlings into the auspicator’s enmeshed logic drives. From there, they plot oracular dynamics and feed the prophetic data to nearby receivers.

The bearer has the following ability: ‘Omnikinopticon (Aura): While a friendly DEATHWATCH CORE unit is within 6" of the bearer, each time a model in that unit makes a ranged attack against a unit that can FLY, add 1 to that attack’s hit roll.’


Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Combi-weapons). When this is the case, the unit may take any item from the appropriate list below.

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

DREADNOUGHT WEAPONS

 • Heavy plasma cannon

 • Helfrost cannon1

 • Multi-melta

 • Twin lascannon

1 Only models from the Space Wolves Chapter (or one of its successor Chapters) can be equipped with this weapon.

HEAVY WEAPONS

 • Grav-cannon

 • Heavy bolter

 • Heavy flamer1

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

MELEE WEAPONS

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

PISTOLS

 • Bolt pistol

 • Hand flamer1

 • Grav-pistol

 • Inferno pistol1

 • Plasma pistol

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

DEATHWATCH EQUIPMENT

Up to two items can be selected from the following list:

 • Astartes chainsword

 • Bolt pistol

 • Grav-pistol

 • Inferno pistol

 • Hand flamer

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Storm shield (maximum 1 per model)

 • Thunder hammer

 • Xenophase blade (Watch Sergeant or Veteran Biker Sergeant only)

One item can be selected from the following list:

 • Deathwatch boltgun

 • Deathwatch combi-flamer

 • Deathwatch combi-grav

 • Deathwatch combi-melta

 • Deathwatch combi-plasma

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

 • Storm bolter

SERGEANT WEAPONS

 • Bolt pistol

 • Boltgun*

 • Chainsword

 • Combi-flamer*

 • Combi-grav*

 • Combi-melta*

 • Combi-plasma*

 • Grav-pistol

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Storm bolter*

 • Thunder hammer (cannot be chosen by a Sternguard Veteran Sergeant)

* A model cannot be equipped with more than one weapon marked with an asterisk.

TERMINATOR COMBI-WEAPONS

 • Combi-plasma

 • Combi-flamer

 • Combi-melta

 • Storm bolter

MELEE WEAPONS (LEGENDARY)

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power lance

 • Power maul

 • Power sword

 • Thunder hammer


Wargear Reference

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Strength from Death

To the Ynnari, the life forces released by the newly dead are invigorating in the extreme, the souls of the fallen spurring a burst of activity.

When a unit is destroyed, units from your army with this ability draw strength from death until the end of the turn.

If a unit is drawing strength from death, that unit fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have an ability that allows them to fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place.

When resolving an attack made with a melee weapon by a model that is drawing strength from death, and that made a charge move this turn or has another ability that allows it to fight first in the Fight phase, add 1 to the hit roll.

The RAVEN GUARD and SCOUT keywords are used in the following Space Marines datasheets:

Dedicated Transport
Fast Attack
STRANGLEHOLD2CP
Raven Guard – Strategic Ploy Stratagem

By the time the enemy engages the Raven Guard, their rear lines are already in the talon-grip of the Chapter’s covert vanguard, choking them off from vital battlefield support.

Use this Stratagem at the start of the first battle round, before the first turn begins, if your army includes any RAVEN GUARD SCOUT or RAVEN GUARD PHOBOS units. Until the end of that battle round, you can roll one D6 each time your opponent spends Command Points to use a Stratagem; on a 5+ your opponent must spend 1 additional Command Point, or else that Stratagem has no effect and cannot be used again this phase (the Command Points spent so far are lost). You can only use this Stratagem once per battle.
THE ETERNAL HUNT2CP
White Scars – Battle Tactic Stratagem

When the moment to land the killing blow comes, the White Scars descend upon their enemies with the huntsman’s keeneyed fury, and leave naught but bloody ruin in their wake.

Use this Stratagem at the start of your Movement phase if the Assault Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Pistol or melee weapon by a WHITE SCARS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
LIGHTNING DEBARKATION1CP
White Scars – Strategic Ploy Stratagem

White Scars infantry are masters of rapidly deploying from armoured transports, often before the vehicle has even halted!

Use this Stratagem in your Movement phase, after a WHITE SCARS TRANSPORT unit from your army that does not have the Flyer Battlefield Role moves. WHITE SCARS units embarked aboard that unit can immediately disembark, but any that do so cannot make a charge move this turn.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
ENCIRCLEMENT1CP
White Scars – Strategic Ploy Stratagem

The Great Khan espoused the value of circling the enemy warily and then striking suddenly from an unexpected quarter, the better to land the killing blow.

Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one WHITE SCARS unit (excluding ARTILLERY and BUILDINGS) from your army. You can set up that unit in outflank instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
ANGEL’S SACRIFICE1CP
Blood Angels – Epic Deed Stratagem

The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.

Use this Stratagem in the Fight phase. Select one BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) from your army. Until the end of the phase, each time an enemy unit is selected to fight, if a model in that unit is within Engagement Range of that CHARACTER unit when your opponent is selecting targets for its attacks, those attacks can only target that CHARACTER unit.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Death Visions

As the deeply ingrained memories of Sanguinius’ final battle flood the mind of a warrior lost to the Black Rage, they believe they are the Primarch himself, confronting the Arch-traitor.

Once per battle, when this model is selected to fight, it can use one of the Death Visions listed below. The same Death Vision cannot be used more than once per battle.

On the Bridge of the Vengeful Spirit

Entering the bridge of the Arch-traitor’s flagship, all that stands between the warrior and Horus are a host of Traitor Legionnaires.

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are visible to it. If a model uses this Death Vision, then until that fight is resolved:
  • Add 1 to that model’s Attacks characteristic for every 5 enemy models that are within 6" of it.
  • Each time that model makes an attack, you can re-roll the hit roll.

The Grace of the Angel

Horus prepares to deliver the final strike against his brother, but when the fatal blow lands, his weapon somehow shatters against Sanguinius’ golden breastplate. The Blood Angels’ Primarch still lives and, with renewed hope, the duel continues...

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are within Engagement Range of it. If a model uses this Death Vision, then until the end of that turn, this model has a 3+ invulnerable save.

To Slay the Warmaster

Striking at a chink in the Warmaster’s armour, this warrior attempts to land a killing blow to end the heresy in its tracks.

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are within Engagement Range of it. If a model uses this Death Vision, then instead of making any attacks for that fight, both players roll off. If you win, select one of those enemy models: that model suffers D3+3 mortal wounds.
PARAGON OF THE CHAPTER1CP
Dark Angels – Requisition Stratagem

The Dark Angels’ commanders are expected to have prodigious tactical and martial skills. Even in this elite group, some individuals stand out.

Use this Stratagem after nominating a DARK ANGELS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Dark Angels Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, reroll duplicate results). You can only use this Stratagem once.
BROTHERHOOD OF VETERANS2CP
Deathwatch – Strategic Ploy Stratagem

Battle-brothers of the Deathwatch learn not only the many ways in which to slay the xenos, but also gain an understanding of the doctrines and tactics of fellow Chapters.

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one Chapter Tactic or Successor Tactic. Until the end of the turn, models in that unit have that Chapter Tactic or Successor Tactic instead of the Xenos Hunters Chapter Tactic.
BORN PROTECTORS2CP
Salamanders – Strategic Ploy Stratagem

The bonds of the Salamanders’ brotherhood run deep.

Use this Stratagem in your opponent’s Charge phase, when a charge is declared against a SALAMANDERS unit from your army. Select one friendly SALAMANDERS unit that is more than 1" away from any enemy units and within 12" of the unit that is the target of that charge. The selected unit can fire Overwatch at the charging unit as if it were a target of that charge; if the selected unit is a target of that charge, it instead fires Overwatch as normal. In addition, if that charge is successful, the selected unit can perform a Heroic Intervention as if it were a CHARACTER; if it does, it can move up to 2D6", but must end that move closer to the unit that charged and cannot move within 1" of any other enemy units.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
STRENGTH OF THE PRIMARCH1CP
Salamanders – Battle Tactic Stratagem

When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.

Use this Stratagem at the start of the Fight phase. Select one SALAMANDERS unit from your army. Until the end of that phase, add 1 to the Strength characteristic of models in that unit, and when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 double the Damage characteristic of that weapon for that attack.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
HONOURED SERGEANT1CP
Ultramarines – Requisition Stratagem

Should an Ultramarines Sergeant show particular excellence in battle, they may be given the honour of bearing a Chapter relic into battle.

Use this Stratagem before the battle. Select one ULTRAMARINES model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Hellfury Bolts, Sunwrath Pistol. All of the Relics your army includes must be different and be given to different models.
TACTICAL EXPERTISE2CP
Ultramarines – Battle Tactic Stratagem

Even amidst the most intense firefights, the Ultramarines fire with pinpoint accuracy, every shot aimed for maximum efficacy and economy of killing power.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by an ULTRAMARINES model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
MARTIAL PRECISION1CP
Ultramarines – Battle Tactic Stratagem

The Ultramarines are exemplars of precise and deadly battlecraft, and when roused, their wrath is inescapable.

Use this Stratagem before resolving an attack made by an ULTRAMARINES model from your army in your Shooting phase. When resolving that attack, do not make a hit roll: it automatically scores a hit.
DEFENSIVE FOCUS2CP
Ultramarines – Strategic Ploy Stratagem

As the Codex Astartes dictates, when the foe presses hard at one section of the Ultramarines’ battle line they are swift to concentrate their defensive fire to drive the threat back.

Use this Stratagem after an ULTRAMARINES unit from your army is chosen as a target of a charge. Select up to three other friendly ULTRAMARINES units that are within 6" of the targeted unit and are not within Engagement Range of any enemy models. The selected units fire Overwatch at the charging unit as if they were the targets of the charge. Until the end of the phase, the selected units cannot fire Overwatch again.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The STERNGUARD VETERAN SQUAD keyword is used in the following Space Marines datasheets:

The VANGUARD VETERAN SQUAD keyword is used in the following Space Marines datasheets:

The ASSAULT SQUAD keyword is used in the following Space Marines datasheets:

Fast Attack

The ATTACK BIKE SQUAD keyword is used in the following Space Marines datasheets:

The BIKE SQUAD keyword is used in the following Space Marines datasheets:

Fast Attack

The DEVASTATOR SQUAD keyword is used in the following Space Marines datasheets:

Heavy Support

The TACTICAL SQUAD keyword is used in the following Space Marines datasheets:

The SCOUT keyword is used in the following Space Marines datasheets:

Dedicated Transport
Fast Attack
And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

The CENTURION keyword is used in the following Space Marines datasheets:

Bolter Discipline

To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY (excluding CENTURION models) and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The COMPANY CHAMPION keyword is used in the following Space Marines datasheets:

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
CHAPTER COMMAND1RP

Through heroism on the field of battle and unwavering commitment to duty, Space Marines can ascend the ranks.

Purchase this Requisition when a CAPTAIN, LIBRARIAN, CHAPLAIN, APOTHECARY, ANCIENT, COMPANY CHAMPION or TECHMARINE from your Crusade force gains the Heroic or Legendary rank. That model is upgraded to the Chapter Command; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).

The and CORE keywords are used in the following Space Marines datasheets:

The and CHARACTER keywords are used in the following Space Marines datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The and INFANTRY keywords are used in the following Space Marines datasheets:

The INVADER ATV SQUAD keyword is used in the following Space Marines datasheets:

COMBAT REVIVAL1CP
Adeptus Astartes – Epic Deed Stratagem

With decades of experience, the Apothecary confidently works with at high speed to return wounded brothers to the fray.

Use this Stratagem at the end of your Movement phase. Select one APOTHECARY unit from your army and then select one friendly INFANTRY or BIKER unit (excluding an INVADER ATV SQUAD) that is not at its Starting Strength and is within 3" of that APOTHECARY. One of the selected unit's destroyed models is returned to its unit with its full wounds remaining.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The SERVITOR keyword is used in the following Space Marines datasheets:

Elites

The BEAST keyword is used in the following Space Marines datasheets:

ADAPTIVE STRATEGY2CP
Adeptus Astartes – Strategic Ploy Stratagem

The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.

Use this Stratagem in your Command phase, if a WARLORD from your army is on the battlefield and a combat doctrine is active for your army. Select one CORE unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator Doctrine, Tactical Doctrine and Assault Doctrine are considered to be active for that attack.
HONOURED BY THE ARX ANGELICUM1CP
Blood Angels – Requisition Stratagem

In extremis, the Chapter Master of the Blood Angels will bestow one of their treasured relics to a worthy champion from one of their successor Chapters.

Use this Stratagem after nominating a model drawn from a Blood Angels successor Chapter to be your WARLORD. You can give one Relic of the Angels to a CHARACTER model in your army that is drawn from a Blood Angels successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the BLOOD ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.

The SANGUINARY PRIEST keyword is used in the following Space Marines datasheets:

Jink

The Ravenwing are undisputed masters of mounted combat, and make for fast-moving targets that are difficult to draw a bead upon.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
  • Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
  • Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks.
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

The RAVENWING and CAPTAIN keywords are used in the following Space Marines datasheets:

The DEATHWING and CAPTAIN keywords are used in the following Space Marines datasheets:

HONOURED BY THE ROCK1CP
Dark Angels – Requisition Stratagem

It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.

Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your WARLORD. You can give one Relic of the Rock to a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
CHAMPION OF BLADES1CP
Imperial Fists – Requisition Stratagem

Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.

Use this Stratagem after nominating a model drawn from an Imperial Fists successor Chapter to be your WARLORD. You can give one Relic of the Fists to a CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IMPERIAL FISTS and CRIMSON FISTS keywords in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

The LIBRARIAN and IMPERIAL FISTS keywords are used in the following Space Marines datasheets:

BEQUEATHED BY THE IRON COUNCIL1CP
Space Marines – Requisition Stratagem

Should cogitation-choristry commend it, the Iron Council may bestow a relic of Medusa upon one of their successors for a time.

Use this Stratagem after nominating a model drawn from an Iron Hands successor Chapter to be your WARLORD. You can give one Relic of Medusa to a CHARACTER model from your army that is drawn from an Iron Hands successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IRON HANDS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
TOKEN OF BROTHERHOOD1CP
Raven Guard – Requisition Stratagem

Pomp and ceremony are of little worth to Corax’s gene-sons, who instead favour tangible acts of faith and comradeship.

Use this Stratagem after nominating a model drawn from a Raven Guard successor Chapter to be your Warlord. You can give one Relic of the Ravenspire to a CHARACTER model from your army that is drawn from a Raven Guard successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the RAVEN GUARD keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
TRUST OF PROMETHEUS1CP
Salamanders – Requisition Stratagem

The respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.

Use this Stratagem after nominating a model drawn from a Salamanders successor Chapter to be your WARLORD. You can give one Relic of Nocturne to a CHARACTER model from your army that is drawn from a Salamanders successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the SALAMANDERS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

The SWIFTCLAW keyword is used in the following Space Marines datasheets:

Headstrong

Unless tempered by the wise growls of a veteran, young blood claws eager to prove themselves will gladly plunge into any foe they can reach.

If this unit does not contain a WOLF GUARD model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.
Berserk Charge

Still revelling in their transhuman adaptations, a Great Company’s aggressive young warriors plunge headlong into battle in a furious display of innate talent, rigorous conditioning and recklessness.

If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding WOLF GUARD models) in this unit.
A TROPHY BESTOWED1CP
Space Wolves – Requisition Stratagem

There are few more meaningful tokens of brotherhood among the sons of Russ than the gifting of a war trophy - heavy with glory and steeped in tales of honour -from one warrior to another.

Use this Stratagem after nominating a model drawn from a Space Wolves successor Chapter to be your WARLORD. You can give one Relic of the Fang to a CHARACTER model from your army that is drawn from a Space Wolves successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the Space Wolves keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
HONOURED BY MACRAGGE1CP
Space Marines – Requisition Stratagem

It is not unheard of for the revered relics of the Ultramarines to be bestowed for a time upon a worthy successor Chapter as a mark of honour and respect.

Use this Stratagem after nominating a model drawn from an Ultramarines successor Chapter to be your WARLORD. You can give one Relic of Macragge to a CHARACTER model from your army that is drawn from an Ultramarines successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the ULTRAMARINES keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
GIFT OF THE KHANS1CP
Space Marines – Requisition Stratagem

Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.

Use this Stratagem after nominating a model drawn from a White Scars successor Chapter to be your WARLORD. You can give one Relic of Chogoris to a CHARACTER model from your army that is drawn from a White Scars successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the WHITE SCARS keyword in all instances on that Relic (if any) with that model’s keyword. You can only use this Stratagem once per battle.
RELIC BEARERS1RP

Only the most faithful are granted the right to bear the sacred relics of the Emperor on the battlefield.

Purchase this Requisition when a BLACK TEMPLARS INFANTRY or BLACK TEMPLARS BIKER unit (excluding VEHICLE units) that has the Battle-hardened, Heroic or Legendary rank from your Crusade force gains a rank. If that unit does not already have the Relic Bearers keyword, you can upgrade this unit using the Relic Bearers rules. Select one of the upgrades that unit is eligible for and upgrade it. Your Order of Battle can only contain one unit with each Relic Bearer upgrade.

The PRIMARIS and LIEUTENANT keywords are used in the following Space Marines datasheets:

The REPULSOR keyword is used in the following Space Marines datasheets:

Heavy Support

The REPULSOR EXECUTIONER keyword is used in the following Space Marines datasheets:

The STORMRAVEN GUNSHIP keyword is used in the following Space Marines datasheets:

Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Black Rage

When a Blood Angels battle-brother succumbs to the Black Rage, their doom is assured. Yet before they fall, their murderous ferocity, inhuman strength and near supernatural resilience make them a terrifying threat to any enemy who dares stand in their path.

  • In your Movement phase, each time this unit is selected to move, it cannot Fall Back.
  • Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
  • Each time a model in this unit would lose a wound, roll one D6: on a 6 that wound is not lost.
  • This unit cannot perform any Actions.

The DEATH COMPANY and CORE keywords are used in the following Space Marines datasheets:

The KILL TEAM CASSIUS keyword is used in the following Space Marines datasheets:

The KILL TEAM keyword is used in the following Space Marines datasheets:

KILL TEAM SPECIALISM1RP

There are those who are expert in their watch fortress’ manifold battle tactics, and those whose focus is legend.

Purchase this Requisition when a KILL TEAM unit (excluding KILL TEAM CASSIUS) from your army gains a rank of Battle-hardened or higher. You can upgrade that unit with a Kill Team Specialism; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
Mixed Unit

When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.

If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value.

For the purposes of the Bolter Discipline ability, performing actions, the Deathwatch teleport homer wargear, and for determining which models can embark within a TRANSPORT model, the following rules apply:
  • Deathwatch Terminator and Terminator models have the TERMINATOR keyword.
  • Veteran Biker models do not have the INFANTRY keyword and instead have the BIKER keyword.
  • Vanguard Veteran models with jump packs have the JUMP PACK keyword.
  • Inceptor models have the JUMP PACK keyword.
  • Outrider models do not have the INFANTRY keyword and instead have the BIKER keyword.
Vanguard Veterans with jump packs and Inceptors can move across terrain as if they have the FLY keyword.

Note that for the purposes of interacting with terrain features, if this unit contains at least one INFANTRY model, all models in this unit are treated as INFANTRY, even if this unit contains any BIKER models that might behave differently or have specific restrictions whilst interacting with a terrain feature.

Designer’s Note: This is a slight abstraction that means that a BIKER model in a mixed unit behaves slightly differently to BIKER models in other units, but it helps to minimise unusual and complicated effects that could come about from forcing one model from a unit to move and benefit from cover in a different way to other models from the same unit.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The PRIMARIS and ANCIENT keywords are used in the following Space Marines datasheets:

The PRIMARIS and LIEUTENANTS keywords are used in the following Space Marines datasheets:

The INTERCESSOR SQUAD keyword is used in the following Space Marines datasheets:

The INCEPTOR SQUAD keyword is used in the following Space Marines datasheets:

Fast Attack

The HIGH MARSHAL HELBRECHT and BLACK TEMPLARS keywords are used in the following Space Marines datasheets:

The EMPEROR’S CHAMPION keyword is used in the following Space Marines datasheets:

The COMPANY CHAMPION and BLACK TEMPLARS keywords are used in the following Space Marines datasheets:

The COMPANY VETERANS and BLACK TEMPLARS keywords are used in the following Space Marines datasheets:

The CRIMSON FISTS and INTERCESSOR SQUAD keywords are used in the following Space Marines datasheets:

The CRIMSON FISTS and REIVER SQUAD keywords are used in the following Space Marines datasheets:

The HELLBLASTER SQUAD and CRIMSON FISTS keywords are used in the following Space Marines datasheets:

Heavy Support

The CENTURION and IMPERIAL FISTS keywords are used in the following Space Marines datasheets:

The IMPERIAL FISTS and VINDICATOR keywords are used in the following Space Marines datasheets:

Heavy Support

The BATTLE LEADERS keyword is used in the following Space Marines datasheets:

The BLOOD CLAW keyword is used in the following Space Marines datasheets:

Fast Attack

The REIVERS keyword is used in the following Space Marines datasheets:

The ANCIENT and ULTRAMARINES keywords are used in the following Space Marines datasheets:

The ULTRAMARINES and HONOUR GUARD keywords are used in the following Space Marines datasheets:

The VICTRIX HONOUR GUARD and ULTRAMARINES keywords are used in the following Space Marines datasheets:

The ULTRAMARINES and VANGUARD VETERAN SQUAD keywords are used in the following Space Marines datasheets:

The STERNGUARD VETERAN SQUAD and ULTRAMARINES keywords are used in the following Space Marines datasheets:

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
HERO OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem

Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
RELIC OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem

In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and give them one Chapter Relic (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
KHAN’S CHAMPION1CP
White Scars – Requisition Stratagem

To earn the respect and praise of your khan is to be gifted superlative tools of war to wield in their name.

Use this Stratagem before the battle. Select one WHITE SCARS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Headtaker’s Trophies; Stormwrath Bolts. All of the Relics your army includes must be different and be given to different models.
TEMPERED BY WISDOM1CP
White Scars – Requisition Stratagem

The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.

Use this Stratagem after nominating a WHITE SCARS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the White Scars Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
MARCH OF THE ANCIENTS1CP
Iron Hands – Requisition Stratagem

More than one Iron Father in the Chapter’s history has known the honour of ascending to a Dreadnought sarcophagus.

Use this Stratagem before the battle, after nominating a model to be your WARLORD. Select one IRON HANDS DREADNOUGHT model from your army. That model gains the CHARACTER keyword; add 1 to the Attacks and Leadership characteristics of that model. You can only use this Stratagem once per battle.
PARAGON OF IRON1CP
Iron Hands – Requisition Stratagem

This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.

Use this Stratagem before the battle, after nominating an IRON HANDS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Iron Hands Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
SCION OF THE FORGE1CP
Iron Hands – Requisition Stratagem

The Iron Hands do not lack for optimised combat armaments, distributed to the most logical bearers before battle begins.

Use this Stratagem before the battle. Select one IRON HANDS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Teeth of Mars, Haywire Bolts. All of the Relics your army includes must be different and be given to different models.
FAVOUR OF THE RAVENSPIRE1CP
Raven Guard – Requisition Stratagem

In times of great need, the Raven Guard issue their precious relics to whichever battle-brothers are best placed to employ them, paying little regard to matters of rank.

Use this Stratagem before the battle. Select one RAVEN GUARD model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Silentus Pistol; Korvidari Bolts. All of the Relics your army includes must be different and be given to different models.
MASTER OF THE TRIFOLD PATH1CP
Raven Guard – Requisition Stratagem

The most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.

Use this Stratagem after nominating a RAVEN GUARD CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Raven Guard Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
EXEMPLAR OF THE CHAPTER1CP
Ultramarines – Requisition Stratagem

The heroes of the Ultramarines do not rest on their laurels. Rather, they strive all the harder to excel, for they recognise that only through excellence can they and their warriors prevail.

Use this Stratagem after nominating an ULTRAMARINES model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
GIFT OF THE PHALANX1CP
Imperial Fists – Requisition Stratagem

It is not unheard of for especially accomplished Imperial Fists Sergeants to be granted an artefact from the Phalanx’s Reclusiam.

Use this Stratagem before the battle. Select one IMPERIAL FISTS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Fist of Terra; Gatebreaker Bolts. All of the Relics your army includes must be different and be given to different models.
SENTINEL OF TERRA1CP
Imperial Fists – Requisition Stratagem

The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.

Use this Stratagem after nominating an IMPERIAL FISTS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Imperial Fists Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
EXEMPLAR OF THE PROMETHEAN CREED1CP
Salamanders – Requisition Stratagem

The greatest heroes of Nocturne are embodiments of Vulkan’s tenets and living monuments to his nobility.

Use this Stratagem after nominating a SALAMANDERS model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Salamanders Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
MASTER ARTISANS1CP
Salamanders – Requisition Stratagem

Even amongst the rank and file of the Salamanders, artefacts of peerless craftsmanship can be found.

Use this Stratagem before the battle. Select one SALAMANDERS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Chapter Relics, even though they are not a CHARACTER: Master-crafted weapon, Digital Weapons, Drakeblade, Dragonrage Bolts. All of the Relics your army includes must be different and be given to different models.
CHAMPION OF THE FEAST1CP
Black Templars – Requisition Stratagem

To triumph over the champions of other Imperial Fists successors requires a warrior of superlative skill and fortitude.

Use this Stratagem before the battle. Select one BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. Add 1 to that model’s Attacks and Wounds characteristics and improve that model’s Weapon Skill characteristic by 1. You can only use this Stratagem once.
HEIR OF SIGISMUND1CP
Black Templars – Requisition Stratagem

The leaders of the Black Templars must seek to emulate the example set by Sigismund himself, exhibiting strategic excellence worthy of the sons of Dorn. Such warriors command the greatest hosts, and leave a legacy of successful crusades behind them.

Use this Stratagem after nominating a BLACK TEMPLARS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Black Templars Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
REVERED REPOSITORIES1CP
Black Templars – Requisition Stratagem

The crusade ships of the Black Templars maintain vast armouries of blessed weapons and sacred artefacts.

Use this Stratagem before the battle, when you are mustering your army. Select one BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. That model can have one of the following Relics of the Eternal Crusade, even though they are not a CHARACTER: Witchseeker Bolts; Sword of Judgement; Skull of the Cacodominus; Master-crafted Weapon; Digital Weapons. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
ORISON CULT1CP/2CP
Exorcists – Requisition Stratagem

The Chapter houses a series of cults, each a proud sub-sect with traditions and associations concerning the role of a battle-brother on the battlefield.

Use this Stratagem before the battle, when you are mustering your army, if every unit in your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units). Select one EXORCISTS CORE or EXORCISTS CHARACTER unit from your army, then select one combat doctrine. Once per battle, in your Command phase, you can select that combat doctrine to be active for that unit instead of any other combat doctrine until the start of your next Command phase. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
1CP

CHIEF LIBRARIAN

Blood Ravens Stratagem

As masters of the psychic arts, the Chief Librarians of the Blood Ravens can direct the energies of the immaterium with incredible precision and power.

Use this Stratagem before the battle. Select one BLOOD RAVENS LIBRARIAN model from your army. That model gains the CHIEF LIBRARIAN keyword and the following ability: ‘Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent’s Psychic phase.’ You can only use this Stratagem once per battle.
HONOURED VETERAN OF THE WATCH1CP
Kill Team Strike Force – Requisition Stratagem

Some veterans have served many vigils, and though they have risen to high ranks within their own Chapter will gladly return to the Deathwatch at a lower position.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the STRIKE FORCE keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile (excluding the Watch Sergeant from KILL TEAM CASSIUS):
  • Add 1 to that model’s Wounds characteristic.
  • Determine one Warlord Trait for that model; it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
You can only use this Stratagem once.
1CP

ATTACK SQUADRON

Specialist Detachment Stratagem

Dust clouds billow behind the Ravenwing Attack Squadron as it hurtles into battle. Striking swiftly, the 2nd Company huntsmen drive hard into the midst of the enemy.

Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword.
1CP

CRIMSON FISTS LIBERATOR STRIKE FORCE

Specialist Detachment Stratagem

The daemonic siege on Rynn’s World was finally lifted by the arrival of the Indomitus Crusade. The beleaguered Crimson Fists had their ranks bolstered by Primaris veterans of Rogal Dorn’s heritage.

Use this Stratagem when choosing your army. Pick a CRIMSON FISTS Detachment from your army to be a Crimson Fists Liberator Strike Force Specialist Detachment. PRIMARIS CHARACTERS, INTERCESSOR SQUADS, REIVER SQUADS and HELLBLASTER SQUADS in that Detachment gain the LIBERATOR STRIKE FORCE keyword.
1CP

IMPERIAL FISTS SIEGEBREAKER COHORT

Specialist Detachment Stratagem

Countless fortifications have fallen to the concentrated fury of an Imperial Fists Siegebreaker Cohort.

Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.
1CP

INDOMITUS CRUSADERS

Specialist Detachment Stratagem

In the wake of the Great Rift, the Indomitus Crusade battled to retake Imperial worlds plagued by the forces of Chaos.

Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.
1CP

STALKER PACK

Specialist Detachment Stratagem

From the shadows come Space Wolves Stalker Packs, pursuing their quarry with unwavering ferocity. Once the enemy realises they are being pursued, it is often too late to evade their fate.

Use this Stratagem when choosing your army. Pick a SPACE WOLVES Detachment from your army to be a Stalker Pack Specialist Detachment. BATTLE LEADERS, BLOOD CLAWS and REIVERS in that Detachment gain the STALKER PACK keyword.
1CP

SWORD BRETHREN

Specialist Detachment Stratagem

It is the ambition of every Black Templar Initiate to be elevated to the esteemed ranks of the Sword Brethren, for these warrior-knights are the elites of their Chapter.

Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword.
1CP

VICTRIX GUARD

Specialist Detachment Stratagem

The Victrix Guard are veteran warriors with countless centuries of combat experience between them.

Use this Stratagem when choosing your army. Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword.
THANE OF THE RETINUE1CP
Space Wolves – Requisition Stratagem

The lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the SPACE WOLVES keyword. Select one SPACE WOLVES model from your army that has the word ‘Sergeant’ or ‘Pack Leader’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Frost Weapon; Morkai’s Teeth Bolts. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
WARRIOR OF LEGEND1CP
Space Wolves – Requisition Stratagem

The greatest champions of Fenris have hunted near-mythical monsters, bested dark champions and waded through seas of blood - throughout all, howling with joy in the face of death.

Use this Stratagem after nominating a SPACE WOLVES CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Space Wolves Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results) and that model has access to each Saga associated with their Warlord Traits. You can only use this Stratagem once.
ANGEL ASCENDANT1CP
Blood Angels – Requisition Stratagem

Those who exemplify the finest qualities of the Blood Angels will be entrusted to bear powerful wargear into battle.

Use this Stratagem before the battle. Select one BLOOD ANGELS model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER model: Master-crafted Weapon; Digital Weapons; Fleshrender Grenades; Quake Bolts. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
ANGEL EXEMPLAR1CP
Blood Angels – Requisition Stratagem

The noble lords of the Blood Angels are mighty warriors indeed, but even within this exalted brotherhood, some heroic individuals stand out amongst their peers.

Use this Stratagem after nominating a BLOOD ANGELS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them. If this model is from the Blood Angels or one of their successor Chapters (other than the Flesh Tearers), this must be from the Blood Angels Warlord Traits table. If this model is from the Flesh Tearers Chapter, this must be from the Flesh Tearers Warlord Traits table instead. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
LUCIFER-PATTERN ENGINES1CP
Blood Angels – Requisition Stratagem

Chambers flooded with nitro-sanctified unguents, Lucifer-pattern engines bellow their fury and propel Blood Angels tanks into battle at breakneck speed.

Use this Stratagem before the battle. Select one BLOOD ANGELS VEHICLE model (excluding a DREADNOUGHT model, or a model that can FLY) from your army. That model gains the following ability: ‘Overcharged Engines: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.’
MARKED FOR COMMAND1CP
Dark Angels – Requisition Stratagem

On occasion, a junior-ranking leader will demonstrate ability expected only of those of much loftier rank. Such individuals are highly rewarded, and marked for greater things.

Use this Stratagem before the battle. Select one DARK ANGELS Ravenwing Huntmaster or Knight Master model or a DARK ANGELS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Atonement; Bolts of Judgement. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
SECRET AGENDA1CP
Dark Angels – Strategic Ploy Stratagem

The Dark Angels’ goals are impossible to understand.

Use this Stratagem after selecting secondary objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score victory points or experience points for it, reveal it to your opponent. Note that you must still have a record of your selection. We recommend writing it down and concealing it until revealed. You can only use this Stratagem once.
A VIGIL UNMATCHED1CP
Deathwatch – Requisition Stratagem

Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.

Use this Stratagem after nominating a DEATHWATCH CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Deathwatch Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
SANCTION OF THE BLACK VAULT1CP
Deathwatch – Requisition Stratagem

In missions with certain classes of extremis threat rating, the wardens of the Black Vault may grant an exceptional artefact to a veteran warrior of proven skill in the eradication of the xenos.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATHWATCH keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Relics of the Watch Fortresses, even though they are not a CHARACTER: Artificer Armour; Master-crafted Weapon; Digital Weapons; Banebolts of Eryxia; Artificer Bolt Cache. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
STRIKE FROM THE SHADOWS1CP
Raven Guard – Strategic Ploy Stratagem

The deadliest strike comes always from the least expected quarter. So taught Corax.

Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one RAVEN GUARD INFANTRY unit from your army. You can set up that unit in ambush instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.
CUNNING OF THE WOLF1CP
Space Wolves – Battle Tactic Stratagem

The most successful hunts are those where the prey doesn’t know they are being hunted.

Use this Stratagem during deployment. Select one SPACE WOLVES INFANTRY unit from your army. All models in that unit gain the Outflank ability.
TELEPORTARIUM1CP
Deathwatch – Strategic Ploy Stratagem

Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.

Use this Stratagem during deployment. Select one DEATHWATCH INFANTRY, DEATHWATCH DREADNOUGHT or DEATHWATCH BIKER unit from your army. All models in that unit gain the Teleport Strike ability. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
INFILTRATORS1CP
Raven Guard – Strategic Ploy Stratagem

The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one RAVEN GUARD INFANTRY unit from your army that is on the battlefield. That unit can move as if it were your Movement phase. The unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
CYCLE OF WAR1CP
Ultramarines – Strategic Ploy Stratagem

The Ultramarines’ strategic mastery is such that they know equally well when new tactics are required, and when relentless repetition will win the day.

Use this Stratagem at the start of the battle round if an ULTRAMARINES WARLORD from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The currently active doctrine is changed so that the Devastator Doctrine is now active.
RAPID REDEPLOYMENT2CP
Ultramarines – Strategic Ploy Stratagem

The Codex Astartes makes provision for a great variety of strategic ruses intended to wrong-foot the foe.

At the start of the first battle round, before the first turn begins, select up to three ULTRAMARINES units from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).
DEFENCE IN DEPTH2CP
Castellans of the Rift – Strategic Ploy Stratagem

The Castellans of the Rift set up forward positions, creating a defensive line as part of their tactics to halt the enemy advance.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select up to three different CASTELLANS OF THE RIFT units from your army. Each of those units can make a Normal Move. They cannot end this move within 9" of any enemy models or within 9" of your opponent’s deployment zone. If both players have units that can do this, the player who is taking the first turn moves their units first. You can only use this Stratagem once.
FORLORN FURY1CP/2CP
Blood Angels – Strategic Ploy Stratagem

So lost to rage are the Death Company that they surge unstoppably into battle, eagerly outpacing their brothers.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one DEATH COMPANY unit from your army. That unit can make a Normal Move of up to 12" as if it were your Movement phase, but must end that move more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains a DREADNOUGHT model, or if it contains 6 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP. You can only use this Stratagem once.
THE HUNT2CP/3CP
Dark Angels – Strategic Ploy Stratagem

The Ravenwing are expert scouts as well as hunters, and take advantage of these skills to move to the most advantageous positions before battle begins.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one RAVENWING unit from your army. That unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.

The CORVUS BLACKSTAR keyword is used in the following Space Marines datasheets:

SHROUD FIELD2CP
Deathwatch – Wargear Stratagem

Unknown stealth technologies are hidden within each Corvus Blackstar.

Use this Stratagem at the start of the first battle round. Select one CORVUS BLACKSTAR unit from your army. Until the end of the battle round, that unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model.
PAIN IS A LESSON1CP
Imperial Fists – Strategic Ploy Stratagem

To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.

Use this Stratagem in any phase, when an IMPERIAL FISTS unit from your army that is not a VEHICLE or SERVITOR is chosen as the target of an enemy attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 6 that wound is not lost.
RISE FROM THE ASHES2CP
Salamanders – Epic Deed Stratagem

The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.

Use this Stratagem in any phase, when a SALAMANDERS CHARACTER model from your army is destroyed. At the end of that phase, roll one D6; on a 4+ return that model to play with 1 wound remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
STAND YOUR GROUND1CP
Salamanders – Battle Tactic Stratagem

Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.

Use this Stratagem in any phase, when a SALAMANDERS INFANTRY unit from your army that is not a SERVITOR and did not Advance in this phase or your previous Movement phase is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon that has a Damage characteristic of 1 against a model in that unit, add 1 to the saving throw. This does not affect invulnerable saving throws.
DEED WORTHY OF A SAGA2CP
Space Wolves – Epic Deed Stratagem

Legendary deeds in the midst of battle are an intoxicating mead. Those of the hero’s retinue are inspired to greater feats of daring and valour, proving themselves worthy of their champion.

Use this Stratagem in any phase, when a SPACE WOLVES CHARACTER model (excluding VEHICLE models) from your army that does not have a Warlord Trait meets the requirements for a Deed. At the end of the phase, until the end of the battle, that model gains the Saga ability associated with that Deed.
ORBITAL BOMBARDMENT3CP
Adeptus Astartes – Strategic Ploy Stratagem

The Chapter's orbiting star ships stand ready to unleash hell.

Use this Stratagem in your Command phase, if an ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding l if the unit being rolled for is within 3" of the centre of the marker and subtracting l if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.
POWER OF THE MACHINE SPIRIT2CP
Adeptus Astartes – Epic Deed Stratagem

There are many tales of machine spirits wreaking havoc on the foe, even after their crew are slain and critical systems are failing.

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
TERROR TROOPS2CP
Adeptus Astartes – Strategic Ploy Stratagem

At the most critical time, Reivers engage their armour's enhanced features to terrify and disrupt the enemy as much as possible.

Use this Stratagem in your Command phase. Select one REIVER unit from your army.
  • That unit gains the following ability: 'Terror Troops (Aura): Until the start of your next Command phase, while an enemy unit is within 3" of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker.
  • Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or a charge move within 3" of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit's Leadership characteristic, the action the unit is attempting to perform immediately fails.

The WULFEN and DREADNOUGHT keywords are used in the following Space Marines datasheets:

The DEATH COMPANY and DREADNOUGHT keywords are used in the following Space Marines datasheets:

WISDOM OF THE ANCIENTS1CP
Adeptus Astartes – Epic Deed Stratagem

Each fallen champion who rests within the sarcophagus of a Dreadnought has seen a thousand battles and slain foes beyond counting. All such noble warriors are immensely inspiring to their battle-brothers.

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES DREADNOUGHT model from your army (excluding WULFEN and DEATH COMPANY models). Until the start of your next Command phase, that model gains either the Rites of Battle ability or the Tactical Precision ability, as shown below:
  • Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
  • Tactical Precision (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
BOMBASTIC DELIVERY2CP
Black Templars – Epic Deed Stratagem

Even under heaviest fire, the voices of the Chaplains ring out above the fray, exhorting those in their charge to ever greater acts of heroism.

Use this Stratagem in your Command phase, when you select a BLACK TEMPLARS CHAPLAIN unit to recite a litany. One litany that unit recites this phase is automatically inspiring (do not roll), and that unit can recite one additional litany during this phase.
CRUSADER’S WRATH2CP
Black Templars – Battle Tactic Stratagem

At a critical point in the battle, the Black Templar host channels its fervour into their strikes, breaking the back of the enemy force in a hatred-fuelled flurry of blows.

Use this Stratagem in your Command phase, if the Assault doctrine is active for your army. Until the start of your next Command phase, each time a BLACK TEMPLARS model from your army makes an attack with a Pistol or Melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine. You can only use this Stratagem once.
STRENGTH OF CONVICTION1CP
Black Templars – Strategic Ploy Stratagem

The presence of these black-clad killers can force any challenger to back down, lest the wrath of the Emperor be visited upon them.

Use this Stratagem in your Command phase. Select one BLACK TEMPLARS CORE unit from your army. Until the start of your next Command phase, that unit has the Objective Secured ability.

The VOXBREAKER AUSPEX keyword is used in the following Space Marines datasheets:


– if equipped with the this unit gains the VOXBREAKER AUSPEX keyword.
VOXBREAKER AUSPEX1CP
Vanguard Spearhead – Wargear Stratagem

Equipped with an elaborate auspex unit, some Infiltrator specialists are skilled in cracking the foe's transmissions and scanning for threats. Relayed information from the data-spectral realm enables their allies to anticipate enemy activity.

Use this Stratagem in your Command phase. Select one enemy unit that is within 18" of a VOXBREAKER AUSPEX unit from your army. Until the start of your next turn:

The SPACE WOLVES and CAVALRY keywords are used in the following Space Marines datasheets:

BESTIAL NATURE1CP
Space Wolves – Strategic Ploy Stratagem

Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.

Use this Stratagem in your Command phase if a combat doctrine is active for your army. Select one SPACE WOLVES INFANTRY, SPACE WOLVES CAVALRY or SPACE WOLVES BIKER unit from your army. Until the start of your next Command phase, that unit gains the bonus of the Assault Doctrine instead of the active combat doctrine.
GO FOR THE THROAT2CP
Space Wolves – Battle Tactic Stratagem

Having stalked their prey or run them to ground, all that remains is to go for the enemy’s weakest points, to rip them out in a furious blood-letting.

Use this Stratagem in your Command phase if the Assault Doctrine is active for your army. Until your next Command phase, each time a SPACE WOLVES model from your army makes an attack with a Pistol or melee weapon, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that attack by 1. This bonus is cumulative with Combat Doctrines. You can only use this Stratagem once per battle.
CHALICE OVERFLOWING1CP
Blood Angels – Wargear Stratagem

Sanguinary Priests refuse to let any of their Primarch’s blood fall.

Use this Stratagem in your Command phase. Select one SANGUINARY PRIEST model from your army. That model can use its Blood Chalice ability one additional time this phase.
RED RAMPAGE1CP
Blood Angels – Strategic Ploy Stratagem

In times of great desperation, fury and ferocity can be a warrior’s strongest allies.

Use this Stratagem in your Command phase if the Assault Doctrine is active for your army. Until your next Command phase, each time a BLOOD ANGELS model from your army makes an attack with a Pistol or melee weapon, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1. This bonus is cumulative with the Combat Doctrines ability. You can only use this Stratagem once.

The SERVITORS keyword is used in the following Space Marines datasheets:

Elites
TACTICAL APPRAISAL1CP
Dark Angels – Strategic Ploy Stratagem

Dark Angels commanders know that adaptability in the heat of battle is key to victory, and are decisive in taking action to overcome their foes.

Use this Stratagem in your Command phase. Select one DARK ANGELS unit from your army within 6" of your WARLORD, then select one combat doctrine. Until the start of your next Command phase, for the purposes of that unit, treat that combat doctrine as being active for your army instead of the active combat doctrine. You can only use this Stratagem if every unit from your army has the Combat Doctrines ability (excluding SERVITOR, AGENT OF THE IMPERIUM and UNALIGNED units).
WRATH OF THE LION2CP
Dark Angels – Battle Tactic Stratagem

At the most vital point in battle, the Dark Angels channel all their focus and aggression to smash the foe.

Use this Stratagem in your Command phase if a combat doctrine is active for your army. Until the start of your next Command phase, each time a DARK ANGELS model from your army makes an attack with a weapon specified by the active combat doctrine, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the active combat doctrine. You can only use this Stratagem once.

The WATCH MASTER keyword is used in the following Space Marines datasheets:

ADAPTIVE TACTICS2CP
Deathwatch – Epic Deed Stratagem

Only a truly versatile approach to warfare allows the tactical genius of a Watch Master to best the myriad xenos foes they face.

Use this Stratagem in your Command phase, if a WATCH MASTER unit from your army is on the battlefield. Change the Battlefield Role selected for the purposes of the Xenos Hunters Chapter Tactic for your army. You can only use this Stratagem once.
PRIORITY DOCTRINE ADOPTION1CP
Deathwatch – Strategic Ploy Stratagem

Multifaceted tactical awareness and advanced strategic bioscryers enable the Deathwatch to smoothly switch their combat priorities.

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one combat doctrine. Until the start of your next Command phase, that unit gains the bonus of the combat doctrine you selected instead of the active combat doctrine. You can only use this Stratagem if every unit from your army has the DEATHWATCH keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units).
COMMANDING ORATORY2CP
Adeptus Astartes – Epic Deed Stratagem

Fuelled by battlefield adrenaline, the Chaplain recites his litanies with even greater fervour, inspiring the warriors around him.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
BORN IN THE SADDLE1CP
White Scars – Strategic Ploy Stratagem

To the natives of Chogoris, mounted combat comes as easily and naturally as breathing. In the White Scars these skills are honed to a lethal edge.

Use this Stratagem when a WHITE SCARS BIKER unit from your army Advances. That unit can still shoot this turn.
HUNTERS’ FUSILLADE1CP
White Scars – Strategic Ploy Stratagem

White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.

Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
RIDE HARD, RIDE FAST1CP
White Scars – Strategic Ploy Stratagem

Like zephyrs dancing across the Chogorian steppes, the White Scars weave lithely around incoming fire.

Use this Stratagem after a WHITE SCARS unit from your army Advances. Until the start of your next Movement phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
ENGINE PURGE2CP
Iron Hands – Battle Tactic Stratagem

The deviant war engines of the foe are works of heresy in its most brazen form, for they offend the sight of Emperor and Omnissiah both. End them swiftly.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Heavy or Grenade weapon by an IRON HANDS model from your army, on an unmodified wound roll of 6 add an additional 1 to the Armour Penetration characteristic of that weapon for that attack. You can only use this Stratagem once per battle.
METHODICAL FIREPOWER1CP
Iron Hands – Strategic Ploy Stratagem

Often inloaded via simulus chambers before the battle even begins, pre-cogitated fire solutions aid inescapable accuracy.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is not active. Select one IRON HANDS unit from your army. Until the start of your next Movement phase, when resolving an attack made by a model in that unit, the Devastator Doctrine is treated as being active in addition to the currently active doctrine.
AMBUSHING FIRE1CP
Raven Guard – Battle Tactic Stratagem

Having laid a careful ambush for the enemy, the Raven Guard line up killing shots with their small arms and unleash a lethal fusillade against the foe’s weak spots.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a RAVEN GUARD model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack (e.g. AP -1 becomes AP -2). You can only use this Stratagem once per battle.

The ULTRAMARINES and INFANTRY keywords are used in the following Space Marines datasheets:

SQUAD DOCTRINES1CP
Ultramarines – Strategic Ploy Stratagem

Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.

Use this Stratagem at the start of your Movement phase. Select one ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army, then select either the Devastator, Tactical or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine instead of the active combat doctrine.
BOLSTER DEFENCES1CP
Imperial Fists – Battle Tactic Stratagem

Every true son of Dorn knows how to swiftly fortify even the most untenable of positions.

Use this Stratagem at the start of your Movement phase. Select one IMPERIAL FISTS unit from your army that is receiving the benefits of cover. Until that unit makes a Normal Move, Advances, makes a charge move or performs a Heroic Intervention, each time an attack is allocated to a model in that unit, add an additional 1 to any armour saving throw made against that attack. You can only use this Stratagem once.
PRAETORIAN’S WRATH2CP
Imperial Fists – Battle Tactic Stratagem

The sons of Dorn favour heavy weaponry and explosives, applying these blunt and decisive solutions wherever possible.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is active. Until the start of your next Movement phase, when resolving an attack made with a Heavy or Grenade weapon by an IMPERIAL FISTS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
RITES OF VULKAN2CP
Salamanders – Battle Tactic Stratagem

The Salamanders are well practised in blistering, short-range firefights, each step forwards echoed by bursts of gunfire.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a SALAMANDERS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
BATTLEFIELD TELEPORTATION1CP
Kill Team Strike Force – Strategic Ploy Stratagem

Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.

Use this Stratagem at the start of your Movement phase. Select one STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere that is more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.
GUERILLA TACTICS1CP
Adeptus Astartes – Strategic Ploy Stratagem

At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate and strike the foe again.

Use this Stratagem in your Movement phase, when a PHOBOS unit from your army that is more than 6" from any enemy models is selected to move. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves. That unit cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.

The STORM SPEEDER keyword is used in the following Space Marines datasheets:

HIT-AND-RUN WARFARE1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
STEADY ADVANCE2CP
Adeptus Astartes – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of fire.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.

The ARTILLERY keyword is used in the following Space Marines datasheets:

WIND-SWIFT2CP
White Scars – Battle Tactic Stratagem

It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.

Use this Stratagem in your Movement phase after a WHITE SCARS unit (excluding ARTILLERY) from your army has made a Normal Move or has Fallen Back. That unit can make an Advance move. Until the end of the turn, that unit cannot shoot, declare a charge or attempt to manifest any psychic powers.

The IRON HANDS and TECHMARINE keywords are used in the following Space Marines datasheets:

MACHINE EMPATHY1CP
Iron Hands – Epic Deed Stratagem

Some gifted warriors can understand and heal the agonies of war engines with great ease.

Use this Stratagem in your Movement phase, after an IRON HANDS TECHMARINE model from your army has used their Blessing of the Omnissiah ability. That model can use that ability again.

The BLACK TEMPLARS and LAND RAIDER CRUSADER keywords are used in the following Space Marines datasheets:

DEADLY CARGO1CP
Black Templars – Strategic Ploy Stratagem

The Black Templars use of the Crusader-pattern Land Raider is unparalleled. These vehicles roar into the very teeth of the enemy's guns before disgorging their deadly cargo into the heart of the foe.

Use this Stratagem in your Movement phase. Select one BLACK TEMPLARS LAND RAIDER CRUSADER model from your army that made a Normal Move this phase. Units embarked within this TRANSPORT can disembark in this phase but cannot be selected to move again this phase.

The BLOOD ANGELS, CORE and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.
UPON WINGS OF FIRE1CP
Blood Angels – Strategic Ploy Stratagem

The Blood Angels soar high, masters of the war-torn skies.

Use this Stratagem in your Movement phase. Select one BLOOD ANGELS CORE JUMP PACK unit from your army and remove it from the battlefield. In the Reinforcements step of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
FULL THROTTLE1CP/2CP
Dark Angels – Battle Tactic Stratagem

Forsaking all firepower, the Ravenwing gun their engines and advance and breakneck speeds.

Use this Stratagem in your Movement phase, after a RAVENWING unit from your army Advances. That unit immediately makes a Normal Move of up to 12", but is not eligible to shoot with or declare a charge with this turn. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

The DEATHWATCH and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.
– while a INDOMITOR KILL TEAM unit only contains Inceptors, it has the JUMP PACK keyword.

The INDOMITOR and KILL TEAM keywords are used in the following Space Marines datasheets:

The PROTEUS and KILL TEAM keywords are used in the following Space Marines datasheets:

DISRUPTIVE LAUNCH1CP
Deathwatch – Strategic Ploy Stratagem

With a blaze of jump pack exhaust, the foe can be driven back and the mobile warriors’ brothers given space to unleash death.

Use this Stratagem in your Movement phase, when a DEATHWATCH JUMP PACK unit, INDOMITOR KILL TEAM unit that contains an Inceptor, or PROTEUS KILL TEAM unit that contains a Vanguard Veteran with jump pack from your army Falls Back. That unit is eligible to shoot even though it Fell Back this turn.
RELENTLESS ASSAULT1CP
Deathwatch – Strategic Ploy Stratagem

Deathwatch bikers are fierce hunters of the most evasive xenos.

Use this Stratagem in your Movement phase, when a DEATHWATCH BIKER unit, or a KILL TEAM unit that contains a Veteran Biker or Outrider from your army Falls back. That unit is eligible to charge even though it Fell Back this turn.

The ADEPTUS ASTARTES and REPULSOR FIELD keywords are used in the following Space Marines datasheets:

Dedicated Transport
Lords of War
GRAV PULSE1CP
Adeptus Astartes – Wargear Stratagem

Crews of gravitic battle tanks can discharge directed pulses of gravitic force through their ventral plates.

Use this Stratagem in either:
  • Your Movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back.
  • Your opponent’s Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSOR FIELD unit.
FEINTING WITHDRAWAL1CP
White Scars – Strategic Ploy Stratagem

The White Scars break away from their foes, laying down withering fire to butcher those foolish enough to give chase.

Use this Stratagem when a WHITE SCARS unit from your army Falls Back. That unit can still shoot this turn.
FALSE FLIGHT2CP
Raven Guard – Strategic Ploy Stratagem

The Path of Ambush teaches that a feigned retreat can be used to over-extend and punish eagerly pursuing foes.

Use this Stratagem when a RAVEN GUARD unit from your army Falls Back. That unit can shoot and charge in this turn.
FALL BACK AND RE-ENGAGE1/2CP
Ultramarines – Strategic Ploy Stratagem

The Ultramarines know precisely when to give ground in order to leave their enemies floundering before surging back into the fight and driving them from the field in disarray.

Use this Stratagem when an ULTRAMARINES unit from your army Falls Back (this Stratagem costs 1 CP if that unit has the Codex Discipline Chapter Tactic, otherwise it costs 2 CP). That unit can shoot and charge this turn. If that unit has the Codex Discipline Chapter Tactic, the hit roll penalty from that tactic for Falling Back and shooting does not apply to that unit this turn.

The SABOTEUR EXPLOSIVE PACK keyword is used in the following Space Marines datasheets:


– if equipped with the this unit gains the SABOTEUR EXPLOSIVE PACK keyword.
SABOTEUR EXPLOSIVE PACK1CP
Vanguard Spearhead – Wargear Stratagem

Infiltrator saboteurs often carry a deadly array of munitions for breaching enemy structures and other demolitions work. These packs can also be used against enemy war engines or hulking monstrosities, clamped onto their foe before remote detonation.

Use this Stratagem when a SABOTEUR EXPLOSIVE PACK unit from your army is selected to Fall Back. Before that unit moves, select one enemy VEHICLE or MONSTER unit that is within Engagement Range of that unit and roll one D6 (adding 3 to the result if that enemy unit is a BUILDING unit): on a 2-5, that enemy unit suffers D3 mortal wounds. On a 6+, that enemy unit suffers D6 mortal wounds.
INTRACTABLE2CP
Dark Angels – Battle Tactic Stratagem

Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course of action.

Use this Stratagem in your Movement phase, when a DARK ANGELS unit from your army is selected to Fall Back.
  • If that unit has the Inner Circle ability, you do not need to first roll 2D6 to see if it can Fall Back - it can automatically do so.
  • Until the end of the turn, that unit is eligible to shoot.
RELENTLESS DETERMINATION1CP
Salamanders – Strategic Ploy Stratagem

The Salamanders’ focus on victory is unwavering and uncompromised.

Use this Stratagem at the end of your Movement phase. Select one SALAMANDERS unit from your army that did not Advance or Fall Back this phase. Until the start of your next Movement phase, that unit is treated as having remained stationary during its Movement phase for all rules purposes (such as firing Heavy weapons). In addition, if that unit has a Damage table, then until the start of your next Movement phase, double the number of wounds it has remaining for the purposes of determining what row to use on that damage table.
TRACK AND HUNT1CP
Wolfspear – Battle Tactic Stratagem

No foe can escape the hunt, nor hide from the master trackers of the Wolfspear.

Use this Stratagem at the end of your Movement phase. Select one friendly WOLFSPEAR CORE unit, then select one enemy unit within 24" of it. Until the end of your turn, each time a model in that unit makes an attack against that enemy unit, that enemy unit does not receive the benefits of cover for that attack.

The SPACE WOLVES and WOLF PRIEST keywords are used in the following Space Marines datasheets:

HEALING BALMS1CP
Space Wolves – Battle Tactic Stratagem

Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.

Use this Stratagem at the end of your Movement phase. Select one SPACE WOLVES INFANTRY, SPACE WOLVES BIKER or SPACE WOLVES CAVALRY model from your army within 3" of a friendly SPACE WOLVES WOLF PRIEST to be healed. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
DESCENT OF ANGELS1CP
Blood Angels – Battle Tactic Stratagem

The Blood Angels are masters of aerial assault, leaping from aircraft with jump packs roaring to plunge into the heat of battle.

Use this Stratagem at the end of your Movement phase. Select one BLOOD ANGELS CORE JUMP PACK unit from your army that was set up on the battlefield during the Reinforcements step of this phase. Until the end of the turn:
  • Each time a charge roll is made for that unit, you can ignore any or all modifiers to that charge roll.
  • Each time a model in that unit makes an attack, add 1 to that attacks hit roll.
BUTCHERED QUARRY1CP
White Scars – Strategic Ploy Stratagem

Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.

Use this Stratagem when an enemy unit Falls Back within 1" of any WHITE SCARS INFANTRY or WHITE SCARS BIKER units from your army, before it moves. Select one of those WHITE SCARS units that is not within 1" of any other enemy units; each model in the selected unit can make one attack with a melee weapon against that enemy unit as if they were within 1" of it. After these attacks are made, if that enemy unit is not destroyed, it can then make its Fall Back move; after it has moved, each model in the selected unit can move up to 3", so long as they end this move closer to that enemy unit and not within 1" of any enemy units.
TENACIOUS ASSAULT1CP
Black Templars – Strategic Ploy Stratagem

The Black Templars rarely permit their foes to retreat. Every avenue of escape is closed by glowing blades and revving chainswords.

Use this Stratagem when an enemy INFANTRY or BEAST unit (excluding units that can FLY) that is within Engagement Range of any BLACK TEMPLARS units from your army is selected to Fall Back. Roll one D6: on a 4+, that unit cannot Fall Back.
AUSPEX SCAN2CP
Adeptus Astartes – Wargear Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
CLOAKED BY THE STORM2CP
Space Wolves – Epic Deed Stratagem

Where the Rune Priest unleashes his might, blinding Fenrisian tempests are sure to follow.

Use this Stratagem in your Psychic phase, after resolving the effects of a psychic power from the Tempestas discipline manifested by a SPACE WOLVES PSYKER model from your army. Until the start of your next Psychic phase, each time a ranged attack is made against a friendly SPACE WOLVES unit within 6" of that PSYKER model, subtract 1 from that attack’s hit roll.
SPIRITUAL MIGHT1CP
Blood Angels – Epic Deed Stratagem

The Blood Angels are numbered amongst the most psychically gifted of all the Space Marine Chapters.

Use this Stratagem in your Psychic phase. Select one BLOOD ANGELS PSYKER unit from your army. You can attempt to manifest one additional psychic power with that unit this phase.
SOULS OF IRON2CP
Iron Hands – Strategic Ploy Stratagem

What purchase can the madness of the warp find on the minds and souls of those who would make themselves machines?

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER model manifests a psychic power within 24" of an IRON HANDS unit from your army (after any Deny the Witch attempt). Roll one D6; on a 4+ that psychic power is resisted.
ABHOR THE WITCH1CP
Black Templars – Strategic Ploy Stratagem

The Black Templars’ zealous hatred of heretical sorcery steels their minds and bodies against psychic assaults.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made. If that enemy PSYKER unit is within 24" of any BLACK TEMPLARS units from your army, roll one D6: on a 4+, that psychic power is denied.
SPIRITUAL RESOLVE2CP
Exorcists – Strategic Ploy Stratagem

The ordeals of the Halls of Tempering grant heightened spiritual resilience to those who survive them.

Use this Stratagem in your opponent’s Psychic phase, when an EXORCISTS unit from your army is selected for a psychic power manifested by an enemy PSYKER. The effects of that psychic power are not resolved for that manifestation.
RUNIC WARDS1CP
Space Wolves – Wargear Stratagem

Imbued with the cunning psychic might of the Rune Priests, shamanistic totems, tattoos and fetishes are a potent shield against the foul sorcery of witches.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit. Select one SPACE WOLVES unit from your army within 12" of that PSYKER unit. The unit you selected can attempt to deny that psychic power by taking a Deny the Witch test as if they were a PSYKER.
FURY OF THE FIRST1CP
Adeptus Astartes – Battle Tactic Stratagem

When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES unit from your army is selected to shoot, or in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a TERMINATOR model in that unit makes an attack, add 1 to that attacks hit roll.
COGITATED MARTYRDOM1CP
Iron Hands – Requisition Stratagem

It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.

Use this Stratagem at the start of the Shooting phase. Select one IRON HANDS INFANTRY unit from your army. Until the end of the phase, when a friendly IRON HANDS CHARACTER model (excluding VEHICLE models) within 3" of that unit would lose any wounds as a result of an attack made against that model, that unit can attempt to intercept that attack. Roll one D6 before any rolls to ignore wounds (e.g. The Flesh is Weak, Adamantine Mantle etc.) are made; on a 2+ that model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.

The ULTRAMARINES and CHAPTER MASTER keywords are used in the following Space Marines datasheets:

The ULTRAMARINES and LIEUTENANT keywords are used in the following Space Marines datasheets:

INSPIRING COMMAND1CP
Ultramarines – Epic Deed Stratagem

The heroes of Ultramar are amongst the most skilled and inspirational orators in the entire Imperium. When they speak, their words are law.

Use this Stratagem at the start of the Shooting phase or the Fight phase. Select one ULTRAMARINES CHAPTER MASTER, ULTRAMARINES CAPTAIN or ULTRAMARINES LIEUTENANT model from your army. Until the end of the phase, the range of that model’s aura abilities is increased by 3" (to a maximum of 9").

The BLACK TEMPLARS, CORE and MK X GRAVIS keywords are used in the following Space Marines datasheets:

Fast Attack
Heavy Support
HERETIC’S PYRE1CP
Black Templars – Wargear Stratagem

To be entrusted with a holy flame weapon is a great honour among the warriors of the crusade. It is their duty to ensure that the greatest heretics are suitably punished with purifying flame.

Use this Stratagem at the start of your Shooting phase. Select one BLACK TEMPLARS CORE unit from your army. Until the end of the phase:
  • Each time a flame weapon from that unit targets a unit that has between 6 and 10 models, it makes a minimum of 3 attacks.
  • Each time a flame weapon from that unit targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made - instead, make the maximum possible number of attacks.
If the selected unit is a MK X GRAVIS unit, this Stratagem costs 2CP; otherwise it costs 1CP.
1CP

HEROES OF RYNN’S WORLD

Crimson Fists Stratagem

The Crimson Fists strike out at threats upon beleaguered Imperial worlds, liberating them one by one as they did their home planet.

Use this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1.
1CP

SEISMIC DEVASTATION

Imperial Fists Stratagem

Under the ferocious barrage of attacks unleashed by the Siegebreaker Cohort, barricades collapse and even armoured vehicles are torn into flaming ruin.

Use this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army. Each time you roll an unmodified wound roll of a 6 for an attack made by that unit that targets an enemy VEHICLE that phase, that attack inflicts a mortal wound in addition to its normal damage.
FLAKK MISSILE1CP
Adeptus Astartes – Wargear Stratagem

Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army targets an AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack's hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
HELLFIRE SHELLS1CP
Adeptus Astartes – Wargear Stratagem

Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, a hellstorm heavy bolter or an executor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends (if a hit is scored against a MONSTER unit, that unit suffers 3 mortal wounds instead of D3).

The ADEPTUS ASTARTES and SHOCK GRENADES keywords are used in the following Space Marines datasheets:


– while a SPECTRUS KILL TEAM unit contains any Reivers, it has the SHOCK GRENADES keyword.

The LAND SPEEDER STORM keyword is used in the following Space Marines datasheets:

Dedicated Transport
SHOCK AND AWE1CP
Adeptus Astartes – Wargear Stratagem

Space Marine forces use shock grenades and similar weapons to stun and distract the enemy with blinding light and raucous noise.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES SHOCK GRENADES or LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6" of that unit. Until the start of your next turn:
  • The selected unit cannot fire Overwatch or Set to Defend.
  • Each time a model in the selected unit makes an attack, subtract 1 from that attack's hit roll.

The WHIRLWIND keyword is used in the following Space Marines datasheets:

Heavy Support
SUPPRESSION FIRE1CP
Adeptus Astartes – Strategic Ploy Stratagem

Few indeed are the foes who can hope to escape the savage barrage of Space Marine artillery with their wits intact.

Use this Stratagem in your Shooting phase, when a WHIRLWIND model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire Overwatch or Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.

The THUNDERFIRE CANNON keyword is used in the following Space Marines datasheets:

Heavy Support
TREMOR SHELLS1CP
Adeptus Astartes – Wargear Stratagem

These shells burrow deep into the ground before detonating; though the force of the blast is reduced, the resulting shock wave is sufficient to hurl the foe from their feet.

Use this Stratagem in your Shooting phase, when selecting a target for a THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from that attack's wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and subtract 2 from Advance rolls and charge rolls made for that unit.
UNCOMPROMISING FIRE2CP
Adeptus Astartes – Strategic Ploy Stratagem

Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing.
BOLTER DRILL2CP
Imperial Fists – Battle Tactic Stratagem

The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.
CLEARANCE PROTOCOLS1CP
Imperial Fists – Strategic Ploy Stratagem

A hail of handheld ordnance deployed at the crucial moment can sweep an area clear in a bloody heartbeat.

Use this Stratagem in your Shooting phase, when an IMPERIAL FISTS unit from your army is chosen to shoot with. Up to ten models in that unit that are equipped with Grenades can throw a Grenade that phase, instead of only one model being able to do so.
CLOSE-RANGE BOLTER FIRE2CP
Imperial Fists – Strategic Ploy Stratagem

The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, bolt weapons models in that unit are equipped with have the Pistol type instead of their normal type (e.g. a Rapid Fire 2 bolt weapon becomes Pistol 2).
FLAMECRAFT2CP
Salamanders – Battle Tactic Stratagem

No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).
IMMOLATION PROTOCOLS1CP
Salamanders – Strategic Ploy Stratagem

Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, change the type of all flame weapons models in that unit are equipped with to Pistol (e.g. an Assault D6 flame weapon becomes Pistol D6).
THE FIRES OF BATTLE1CP
Salamanders – Strategic Ploy Stratagem

The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.

Use this Stratagem in your Shooting phase or in your opponent’s Charge phase, when a SALAMANDERS model from your army shoots with a flame weapon or melta weapon. Until the end of that phase, when resolving an attack made with that weapon, on an unmodified wound roll of 4+ the target suffers 1 mortal wound in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
PUSH THEM BACK1CP
Castellans of the Rift – Battle Tactic Stratagem

Refusing to give their secured ground easily, Castellans of the Rift defend Imperial territory with all their might.

Use this Stratagem in your Shooting phase, when a CASTELLANS OF THE RIFT unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets a unit within your deployment zone, you can re-roll the hit roll.
REGROUP AND STRIKE1CP
Castellans of the Rift – Battle Tactic Stratagem

The Castellans regroup to launch a new strike at the enemy, retaining the initiative and keeping the foe on their toes.

Use this Stratagem in your Shooting phase or in the Fight phase, when you select a CASTELLANS OF THE RIFT unit from your army to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack:
UNFAILING NERVE1CP
Castellans of the Rift – Battle Tactic Stratagem

The Castellans hold firm in the face of charging foes, waiting until they can see the white of their eyes before opening fire.

Use this Stratagem in your Shooting phase, when a CASTELLANS OF THE RIFT CORE unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a bolt weapon that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1.
INCENDIARY SHELLS1CP
Black Templars – Wargear Stratagem

Trusted Neophytes will sometimes be permitted to carry a supply of these shells into battle. Fitted with a thermite core, as they strike the foe they ignite, bringing the burning wrath of the Emperor to the target.

Use this Stratagem in your Shooting phase, when a BLACK TEMPLARS unit from your army is selected to shoot with. Until the end of the phase, each time a model in that unit makes an attack with an Astartes shotgun, that attack has a Damage characteristic of 2.
THE EMPEROR’S WILL1CP
Black Templars – Strategic Ploy Stratagem

It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes. In battle they are never still, surging towards the enemy, bolters blazing.

Use this Stratagem in your Shooting phase. Select one BLACK TEMPLARS INFANTRY unit from your army that Advanced this turn. Until the end of the phase:
  • That unit is still eligible to shoot with, but you can only make attacks using Pistol, Rapid Fire or Assault weapons when you select that unit to shoot with.
  • Models from that unit do not suffer the penalty incurred to their hit rolls for firing Assault weapons.
BLACK VAULT BOLTS1CP
Kill Team Strike Force – Wargear Stratagem

Amongst the rarest forms of special issue ammunition available to the Deathwatch, these bolts are handed out, a few each, to warriors sent on investigative missions, lest they encounter a foe their usual wargear cannot best.

Use this Stratagem in your Shooting phase, when you select a STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit from your army to shoot. Until the end of the phase:
  • The Type characteristic of all bolt weapons models in that unit are equipped with is changed to Heavy 1.
  • Each time a model in that unit makes a ranged attack with a Bolt weapon, on an unmodified wound roll of 6 that attack inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 6 mortal wounds can be inflicted per phase via this Stratagem).
SPECIALISM EXTREMIS3CP
Kill Team Strike Force – Battle Tactic Stratagem

Specialised kill teams within a Kill Team Strike Force eliminate their chosen prey with extreme prejudice.

Use this Stratagem in your Shooting phase or in the Fight phase, when you select a STRIKE FORCE AQUILA, STRIKE FORCE VENATOR, STRIKE FORCE MALLEUS, STRIKE FORCE DOMINATUS, STRIKE FORCE FUROR or STRIKE FORCE PURGATUS unit from your army to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, a successful hit roll automatically wounds the target if:
  • The attack was made by an AQUILA model.
  • The attack was made by a VENATOR model against a unit with the Fast Attack or Flyer Battlefield Role.
  • The attack was made by a MALLEUS model against a unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Role.
  • The attack was made by a DOMINATUS model against a unit with the Elites Battlefield Role.
  • The attack was made by a FUROR model against a unit with the Troops Battlefield Role.
  • The attack was made by a PURGATUS model against a unit with the HQ Battlefield Role.
This Stratagem cannot be used to select the same STRIKE FORCE unit more than once per battle.

The MARKSMAN TARGET-TRACKER keyword is used in the following Space Marines datasheets:


– if equipped with the this unit gains the MARKSMAN TARGET-TRACKER keyword.
MARKSMAN TARGET-TRACKER2CP
Vanguard Spearhead – Wargear Stratagem

Specialised target acquisition devices coupled with their bearer's exceptional marksman instincts enable their squad to identify key enemy combatants, feeding targeting data directly to their visors.

Use this Stratagem in your Shooting phase when, a MARKSMAN TARGET-TRACKER unit from your army is selected to shoot. Until the end of the phase, each time you select a target for an occulus bolt carbine a model in that unit is equipped with, you can ignore the Look Out, Sir rule.
PIVOTAL MOMENT2CP
Vanguard Spearhead – Epic Deed Stratagem

There comes a crucial juncture in many battles where opportunity presents a key enemy target for the perfect shot. Whether the culmination of patiently outmanoeuvring the enemy or sheer fate, if the moment is seized, it can turn the tide of whole wars, sending far larger forces into rout.

Use this Stratagem in your Shooting phase, when a VANGUARD SPEARHEAD CORE model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack against an enemy WARLORD, a successful wound roll inflicts a number of mortal wounds equal to the Damage characteristic of the weapon used for that attack, and the attack sequence ends.
TACTICAL AUGURY1CP
Vanguard Spearhead – Wargear Stratagem

Vanguard Spearheads utilise advanced scanning equipment and orbital augurs to grant them an awareness of the battle-sphere's layout few forces can match. With such tactical advantage, they make pinpoint shots into enemy strongpoints and through dense defence lines, driving the foe out of cover and onto the blades of the Spearhead's encircling executioners.

Use this Stratagem in your Shooting phase, when a VANGUARD SPEARHEAD unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.
THE SWORDSMAN’S STRIKE1CP/2CP
Silver Templars – Battle Tactic Stratagem

The Silver Templars view all battles, no matter their scale, as a duel between two gestalt opposed combatants. Their battle strategies thus focus on how best to deliver the killing blow that swiftly and decisively ends that duel.

Use this Stratagem in your Shooting phase, when a SILVER TEMPLARS PRIMARIS CORE unit from your army is selected to shoot, or in the Fight phase, when a SILVER TEMPLARS PRIMARIS CORE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a CHARACTER unit, add 1 to that attack’s hit roll. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
1CP

A HATED FOE

Crimson Fists Stratagem

Long have the Crimson Fists fought against the Ork empires infesting the Loki Sector and beyond. They have learned much from their battles about how best to slay these brutish xenos.

Use this Stratagem at the start of the phase. Select one CRIMSON FISTS unit from your army. Until the end of the phase you can re-roll wound rolls for attacks made by that unit when targeting ORK units.
1CP

SLAY THE TYRANT

Crimson Fists Stratagem

Since the Indomitus Crusade bolstered their ranks, the Crimson Fist have redoubled their efforts to liberate planets enslaved by xenos tyrants, a task that can only be ultimately achieved by cutting the head from the body.

Use this Stratagem at the start of the phase. Select one CRIMSON FISTS unit from your army. Until the end of the phase add 1 to hit rolls for attacks made by that unit when targeting CHARACTERS.
KEEN SENSES1CP
Space Wolves – Strategic Ploy Stratagem

The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.

Use this Stratagem in your Shooting phase. Select one SPACE WOLVES INFANTRY, SPACE WOLVES BIKER or SPACE WOLVES CAVALRY unit from your army. Until the end of the turn, you can ignore any or all hit roll, Ballistic skill and Weapon skill modifiers, and each time you make a charge roll for that unit, you can ignore any or all modifiers to that charge roll.
DEATHWING ASSAULT1CP
Dark Angels – Battle Tactic Stratagem

The Deathwing have learned to begin their sweeping fire patterns immediately upon their arrival from teleportation.

Use this Stratagem in your Shooting phase, when a DEATHWING unit from your army is selected to shoot. Each time a model in that unit makes a ranged attack, if it was set up on the battlefield this turn as a result of a teleport homer or teleport strike, add 1 to that attack’s wound roll.
STASIS SHELL2CP
Dark Angels – Wargear Stratagem

Upon detonation, a stasis shell momentarily freezes time.

Use this Stratagem in your Shooting phase, when a RAVENWING model from your army shoots with an astartes grenade launcher. That model can only make one attack with that weapon this phase. If a hit is scored, the target is caught in stasis until the start of your next turn and the attack sequence ends. While a unit (excluding VEHICLE and MONSTER units) is caught in stasis, it cannot Fall Back.

The RAVENWING and STORM SPEEDER keywords are used in the following Space Marines datasheets:

TARGETING GUIDANCE2CP
Dark Angels – Strategic Ploy Stratagem

Ravenwing Land Speeders and Storm Speeders gather and relay targeting data to the rest of the Chapter.

Use this Stratagem in your Shooting phase. Select one enemy unit within 18" of and visible to a RAVENWING LAND SPEEDER or RAVENWING STORM SPEEDER unit from your army. Until the end of the phase, each time a model in a friendly DARK ANGELS unit makes a ranged attack against the selected enemy unit, add 1 to that attacks hit roll.
WEAPONS FROM THE DARK AGE2CP
Dark Angels – Wargear Stratagem

The Rock’s Armoury houses all manner of ancient wonders.

Use this Stratagem in your Shooting phase, when a DARK ANGELS unit from your army is selected to shoot. Until the end of the phase, add 1 to the Damage characteristic of plasma weapons models in that unit are equipped with.
PROGNOSTICATING VOLLEY1CP
Deathwatch – Battle Tactic Stratagem

Engaging oracular ballistic contra-auguries, the Deathwatch erect a web of firepower that even their swift Aeldari targets cannot evade through their trickery.

Use this Stratagem in your Shooting phase, when a DEATHWATCH unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack against an AELDARI unit, you can ignore any or all hit roll and Ballistic Skill modifiers for that attack.
SPECIAL-ISSUE LOADOUT2CP
Deathwatch – Wargear Stratagem

Individual shells are loaded when optimised volleys are required.

Use this Stratagem in your Shooting phase, when you select a DEATHWATCH INFANTRY unit from your army to shoot. Until the end of the phase, bolt weapons (excluding bolt sniper rifles) without the Special-issue Ammunition ability that models in that unit are equipped with gain that Special-issue Ammunition ability and their Type characteristic is changed to Heavy 1.
MERCY IS WEAKNESS1CP
Iron Hands – Battle Tactic Stratagem

Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS unit from your army is chosen to shoot with or fight with. Select one enemy unit. Until the end of that phase, every attack made by a model in that IRON HANDS unit from your army that can target the selected unit must do so, but when resolving such an attack, an unmodified wound roll of 6 wounds the target unit twice instead of once.
WRATHFUL MACHINE SPIRIT2CP
Iron Hands – Battle Tactic Stratagem

Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its chosen target.

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS VEHICLE model from your army is chosen to shoot with or fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
SONS OF GUILLIMAN1CP
Ultramarines – Battle Tactic Stratagem

Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.

Use this Stratagem when an ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army is chosen to shoot with in your Shooting phase or fight with in the Fight phase. If that unit has the Troops Battlefield Role, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll of 1.
A HATED FOE1CP
Crimson Fists – Battle Tactic Stratagem

Long have the Crimson Fists fought against the Ork empires infesting the Loki Sector and beyond. They have learned much about how best to slay these brutish xenos.

Use this Stratagem in your Shooting phase or the Fight phase, when a CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an ORK unit, you can re-roll the wound roll.
SAPPERS1CP
Imperial Fists – Battle Tactic Stratagem

There is no bastion or fastness, no redoubt, bulwark or strongpoint that the Imperial Fists cannot reduce to ruin.

Use this Stratagem in your Shooting phase or the Fight phase, when an IMPERIAL FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a BUILDING unit, add 1 to the hit roll and add 1 to the wound roll.
SLAY THE TYRANT1CP
Crimson Fists – Battle Tactic Stratagem

The Crimson Fists have earned a reputation for liberating planets enslaved by tyrants, slaying the despots themselves so that their power base crumbles.

Use this Stratagem in your Shooting phase or the Fight phase, when a CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a CHARACTER unit, add 1 to the hit roll.
TANK HUNTERS2CP
Imperial Fists – Battle Tactic Stratagem

The Imperial Fists are masters in the art of crippling the enemy’s mobile artillery and siege engines.

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IMPERIAL FISTS unit from your army to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IMPERIAL FISTS unit against the selected unit, add 1 to the wound roll.
THE CRUCIBLE OF BATTLE1CP
Salamanders – Battle Tactic Stratagem

Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.

Use this Stratagem in the Shooting or Fight phase, when a SALAMANDERS CORE or SALAMANDERS CHARACTER unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the wound roll.
KILLING BLOW1CP
Wolfspear – Battle Tactic Stratagem

When their prey is bleeding out, the Wolfspear strike hardest to deliver the killing blow.

Use this Stratagem in your Shooting phase or the Fight phase, when a WOLFSPEAR CORE unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, if the target of that attack was below Half Strength when it was selected as the target, or if the target has a Starting Strength of 1 and had half or less of its wounds remaining when it was selected as the target, add 1 to the wound roll.
CAST OUT THY BLACKENED SOUL2CP
Exorcists – Battle Tactic Stratagem

Daemonic possession gives each battle-brother of the Exorcists a personal revelation about the nature of daemonkind, and with this knowledge they banish their foe.

Use this Stratagem in your Shooting phase, when an EXORCISTS CORE or EXORCISTS CHARACTER unit from your army is selected to shoot, or the Fight phase, when an EXORCISTS CORE or EXORCISTS CHARACTER unit from your army is selected to fight. Select one enemy CHAOS DAEMON unit within 12" of that unit. Until the end of the phase, each time a model in that friendly unit makes an attack against that enemy unit, you can re-roll the wound roll.
OCULAR NETWORKING1CP
Vanguard Spearhead – Battle Tactic Stratagem

When fighting as part of Vanguard Spearhead, Space Marines utilise the sophisticated ocular systems of their Phobos armour to greater efficacy. Sharing combat data across inter-squad networks, they identify weaknesses in even the most resilient foe, deficiencies which precise attacks can take advantage of.

Use this Stratagem in your Shooting phase or the Fight phase, when a VANGUARD SPEARHEAD unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack that targets a MONSTER or VEHICLE unit, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 2 (this is cumulative with the bonus gained from the Combat Doctrines ability).
1CP

BOLTER DRILL

Crimson Fists Stratagem

The Crimson Fists maintain strict fire discipline at all times, standing shoulder to shoulder with their battle-brothers as they unleash devastatingly accurate volleys of bolter fire into the foe.

Use this Stratagem just before a CRIMSON FISTS INFANTRY unit attacks in the Shooting phase. Until the end of the phase, each time you make a hit roll of 6+ for a model from that unit firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word 'bolt’ (e.g. boltgun, bolt rifle, heavy' bolter, boltstorm gauntlet). Duty’s Burden and Pedro Kantor’s Dorn’s Arrow are also bolt weapons.
OVERKILL1CP
Deathwatch – Strategic Ploy Stratagem

Extensive experience has taught the Deathwatch to pulverise and sunder Necrons with bolt and blade even after they fall.

Use this Stratagem in your Shooting phase or the Fight phase, after making attacks with a DEATHWATCH unit from your army against a NECRONS unit. Your opponent must subtract 1 from Reanimation Protocol rolls made for that NECRONS unit as a result of those attacks.
SYNAPTIC SEVERANCE1CP
Deathwatch – Battle Tactic Stratagem

The Deathwatch know better than any the value of eliminating the leader-beasts that coordinate Tyranid swarms in battle, as well as the optimum ganglions to aim for to ensure neural haemorrhage.

Use this Stratagem in your Shooting phase or the Fight phase, when a Death watch unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack against a TYRANIDS SYNAPSE unit, an unmodified hit roll of 6 automatically wounds the target.

The VETERAN INTERCESSOR SQUAD keyword is used in the following Space Marines datasheets:

RAPID FIRE2CP
Adeptus Astartes – Battle Tactic Stratagem

The combination of superhuman reflexes and bolter-drills means Space Marine Intercessors can produce a devastating rate of fire.

Use this Stratagem at the end of your Shooting phase. Select one INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD unit from your army; that unit can shoot again.
SKILLED RIDERS1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marine riders and pilots rely on their post-human reflexes to weave around incoming.fire.

Use this Stratagem in your opponent's Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's hit roll.
SMOKESCREEN1CP
Adeptus Astartes – Wargear Stratagem

Throwing down a hail of smoke grenades or deploying their smoke launchers, the Space Marines screen themselves from the enemy.

Use this Stratagem in your opponent's Shooting phase, when an ADEPTUS ASTARTES SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.
SELF SACRIFICE2CP
Salamanders – Strategic Ploy Stratagem

The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one SALAMANDERS INFANTRY unit that contains 5 or more models from your army that is not within 1" of any enemy units, and then select one other INFANTRY unit from your army that is wholly within 6" of the selected unit. Until the end of the phase, your opponent cannot target the second unit you selected unless that unit is the closest enemy unit to the firing model and visible to it, or it is no longer wholly within 6" of the first unit you selected. In addition, until the end of the phase, the first unit you selected is always an eligible target for enemy shooting attacks provided it is within range and is visible to the firing model (i.e. it can be targeted even whilst under the effects of any rules that would prevent it from being targeted, such as the Shrouding psychic power).
UNBROKEN AND UNBOWED2CP/3CP
Castellans of the Rift – Battle Tactic Stratagem

Even when under extremely heavy fire, the Castellans of the Rift hold their ground.

Use this Stratagem in your opponent’s Shooting phase, when a CASTELLANS OF THE RIFT CORE INFANTRY unit from your army is selected as the target of an attack. While that unit is within range of an objective marker, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

If that unit has 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
HIGH-SPEED FOCUS1CP
Dark Angels – Epic Deed Stratagem

Pushing themselves and their craft to the limit, Ravenwing pilots perform a series of death-defying aerial manoeuvres to avoid enemy fire.

Use this Stratagem in your opponent’s Shooting phase, when you allocate a ranged attack to a RAVENWING VEHICLE model from your army. Until the start of your next turn, that model has a 4+ invulnerable save against ranged attacks.
TARGETING SCRAMBLERS1CP
Deathwatch – Strategic Ploy Stratagem

With a shrill binharic screech, these arcane devices exorcise T’au targeting data in a heartbeat.

Use this Stratagem in your opponent’s Shooting phase, after a T’AU EMPIRE unit has resolved its shooting attacks against a DEATHWATCH unit from your army. Remove all markerlight counters from that DEATHWATCH unit.
1CP

PARAGONS OF DORN

Crimson Fists Stratagem

The Crimson Fists Primaris Marines are exemplars of their primogenetor, and they share his discipline under pressure. When they lay down a volley of return fire, their efficiency and speed borders on the supernatural.

Use this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase.
TRANSHUMAN PHYSIOLOGY1CP/2CP
Adeptus Astartes – Battle Tactic Stratagem

Space Marines can fight through even the most grievous of wounds.

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
UNYIELDING IN THE FACE OF THE FOE1CP
Adeptus Astartes – Battle Tactic Stratagem

Those clad in Gravis armour are walking ceramite strongpoints.

Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
REJECT THE FLESH, EMBRACE THE MACHINE1CP
Iron Hands – Battle Tactic Stratagem

By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.

Use this Stratagem in any phase, when an IRON HANDS INFANTRY unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6, adding 1 to the result if that model has the All Flesh is Weakness Warlord Trait. On a 5+ that wound is not lost.
REFUSAL TO DIE1CP/2CP
Blood Angels – Battle Tactic Stratagem

When a battle-brother is gripped in the darkest depths of the Black Rage, only the direst of wounds can penetrate the madness and lay them low.

Use this Stratagem after a DEATH COMPANY unit from your army is selected as the target of an attack. Until the end of the phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost. You can only use this Stratagem once per turn. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

The ADEPTUS ASTARTES and ASSAULT LAUNCHERS keywords are used in the following Space Marines datasheets:


– if equipped with the Centurion assault launcher this unit gains the ASSAULT LAUNCHERS keyword.
– if equipped with the Ironclad assault launchers this unit gains the ASSAULT LAUNCHERS keyword.
ASSAULT LAUNCHERS1CP
Adeptus Astartes – Wargear Stratagem

Assault launchers fire salvoes of explosive charges at the enemy, causing horrific damage to those who are caught out of cover.

Use this Stratagem at the start of your Charge phase. Select one ADEPTUS ASTARTES ASSAULT LAUNCHERS unit from your army and one enemy unit (excluding VEHICLE or MONSTER units) within 9" of that unit. That enemy unit can either brace or duck for cover.
  • If that unit braces, it suffers D3 mortal wounds.
  • If that unit ducks for cover, then until the end of the turn, subtract 1 from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.
FIERCE RIVALRIES1CP
White Scars – Battle Tactic Stratagem

There is much honour in being the first to strike at the foe, and the White Scars race one another to claim that prize.

Use this Stratagem at the start of your Charge phase. The first time you make a charge roll for a WHITE SCARS unit from your army that phase, roll 3D6 instead of 2D6 and discard one of the results.

The RAVEN GUARD and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.
STRIKE FROM THE SKIES1CP
Raven Guard – Strategic Ploy Stratagem

The Raven Guard swoop into battle like dark-winged angels of vengeance.

Use this Stratagem at the start of your Charge phase. Select one RAVEN GUARD JUMP PACK unit. Until the end of that phase, that unit can be chosen to charge with even if it Advanced this turn, and when a charge roll is made for that unit, add 1 to the result.
THE RAVEN’S BLADE1CP
Raven Guard – Battle Tactic Stratagem

Raven Guard enacting this ancient tactic focus all their aggression against a priority target of assassination.

Use this Stratagem at the start of your Charge phase. Select one enemy unit on the battlefield. Until the end of that phase, when a charge roll is made for a RAVEN GUARD unit from your army, you can re-roll the dice if that enemy unit was the only selected target of that charge.
ON THE SCENT1CP
Wolfspear – Strategic Ploy Stratagem

Sensing when an enemy is weakened and fearing for its survival, the Wolfspear emerge from the shadows for a rapid strike.

Use this Stratagem at the start of your Charge phase. Select one enemy unit that had models destroyed or lost any wounds this turn. Until the end of the turn, each time a charge roll is made by a friendly WOLFSPEAR CORE unit, if that enemy unit was selected as a target of that charge, you can re-roll the charge roll.
1CP

PACK KILLERS

Space Wolves Stratagem

With the scent of blood in their nostrils, the Stalker Pack first tempt their foe, testing out weaknesses in the enemy lines, before descending with murderous intent.

Use this Stratagem after a STALKER PACK unit makes a charge move. Pick another friendly STALKER PACK unit within 12" of the unit that charged. Until the end of that phase, you can roll 3D6 when making Charge moves with that unit and discard the dice with the lowest score.

The SPACE WOLVES and BEAST keywords are used in the following Space Marines datasheets:

PACK HUNTERS2CP
Space Wolves – Battle Tactic Stratagem

Where the sons of Russ hunt, the wolves of Fenris are never far behind, the beasts seeing them as their pack leaders.

Use this Stratagem in your Charge phase. Select one enemy unit within Engagement Range of any SPACE WOLVES units from your army.
  • Until the end of the turn, each time a friendly SPACE WOLVES BEAST or SPACE WOLVES CAVALRY unit declares a charge that targets the selected unit, roll one additional D6 and discard one of the dice.
  • Until the end of the turn, each time a friendly SPACE WOLVES CAVALRY model makes an attack with its crushing teeth and claws against the selected unit, and each time a friendly SPACE WOLVES BEAST model makes an attack with its teeth and claws against the selected unit, you can re-roll the wound roll.

The ADEPTUS ASTARTES and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.
– while a INDOMITOR KILL TEAM unit only contains Inceptors, it has the JUMP PACK keyword.
HAMMER OF WRATH1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marines with jump packs crash into combat with bonebreaking force.

Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.
CHOGORIAN THUNDERBOLTS1CP
White Scars – Strategic Ploy Stratagem

White-armoured bikers hit the enemy lines like fulminating spears of lightning from the glowering clouds of Chogoris.

Use this Stratagem when a WHITE SCARS BIKER unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; for each roll of a 6, that enemy unit suffers 1 mortal wound.
THIS IS OUR GROUND!2CP
Castellans of the Rift – Epic Deed Stratagem

When fighting to secure key ground, the Castellans of the Rift tap into their last reserves of strength to ensure victory.

Use this Stratagem at the end of your Charge phase. Select one CASTELLANS OF THE RIFT unit from your army within range of one objective marker. Until the start of your next Charge phase, that unit gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker. You can only use this Stratagem once.
OPTIMAL REPULSION DOCTRINES1CP
Iron Hands – Battle Tactic Stratagem

Pre-plotted and painstakingly cogitated defensive fire-patterns cut the onrushing foe to pieces.

Use this Stratagem in your opponent’s Charge phase, when an IRON HANDS unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 5 or 6 scores a hit. If that unit has the The Flesh is Weak Chapter Tactic, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4-6 scores a hit instead.
TAKE THE FIGHT TO THEM2CP
Castellans of the Rift – Strategic Ploy Stratagem

Once the Castellans of the Rift set their minds upon a goal, only the most resolute of foes can stop them.

Use this Stratagem in your opponent’s Charge phase. Select one CASTELLANS OF THE RIFT unit from your army. Until the end of the phase:
COUNTER CHARGE1/0CP
Space Wolves – Strategic Ploy Stratagem

The inter-pack dynamism of the Space Wolves ensures a fluid coordination of support that sees the Chapter’s battle-brothers launch themselves at the enemy’s throats from unexpected quarters.

Use this Stratagem in your opponent’s Charge phase. Select one SPACE WOLVES unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply. This Stratagem costs 0CP if the SPACE WOLVES unit you select is a CHARACTER.
ATONEMENT THROUGH HONOUR1CP
Deathwatch – Epic Deed Stratagem

Regardless of their origins, all Black Shields fight with a grim and stubborn fury to prove their loyalty to the Imperium.

Use this Stratagem in your opponent’s Charge phase. Select one DEATHWATCH unit from your army that contains a Black Shield, that unit can perform a Heroic Intervention this phase as if it were a CHARACTER unit.
STEM THE GREEN TIDE2CP
Deathwatch – Strategic Ploy Stratagem

As the Orks begin their stampeding charge, the Deathwatch hurl tanglefoot grenades into their midst.

Use this Stratagem in the Charge phase, after an enemy ORK unit has declared a charge against one or more DEATHWATCH units from your army.
  • The DEATHWATCH units that were selected as a target of that charge can fire Overwatch at that ORK unit.
  • Until the end of the phase, if any models from that ORK unit are destroyed as a result of Overwatch, subtract 2 from charge rolls made for that unit.

The SANGUINARY GUARD keyword is used in the following Space Marines datasheets:

UNBRIDLED ARDOUR1CP
Blood Angels – Strategic Ploy Stratagem

The Sanguinary Guard exemplify the noble heritage of Sanguinius, leaping to their battle-brothers' defence.

Use this Stratagem at the end of the Heroic Interventions step of your opponent’s Charge phase. Select one SANGUINARY GUARD unit from your army that is within 6" horizontally and 5" vertically of any enemy units. The selected unit is eligible to perform a Heroic Intervention as if it were a CHARACTER unit, and when performing that Heroic Intervention, each model in that unit can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
3CP

STRIKE FIRST, FOR ULTRAMAR!

Ultramarines Stratagem

As the enemy close in, the Victrix Guard hold their weapons ready to deliver the first blow.

Use this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn).
1CP

LIBERATORS

Space Marines Stratagem

Liberators of countless systems and planets, vanquishers of the heretical, the daemonic and the degenerate, these warriors are a blade honed in the fires of a hundred battles.

Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.
ONLY IN DEATH DOES DUTY END2CP
Adeptus Astartes – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
DEVOUT PUSH1CP
Black Templars – Battle Tactic Stratagem

With a zealous cry, the Black Templars press forward towards victory.

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit from your army, then select one of the following:
  • If that unit is not within Engagement Range of an enemy unit, make a Normal Move of up to 3" with that unit. It must end this move either closer to the closest enemy unit or closer to the closest objective marker. That unit cannot use this move to embark within a TRANSPORT model.
  • If that unit is within Engagement Range of any enemy units, make a pile-in move with that unit.
VICIOUS RIPOSTE1CP
Black Templars – Battle Tactic Stratagem

Every blow struck against a Black Templar is answered in kind. Even as they are laid low, their blades still lash out at the enemies of the divine Emperor.

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS CORE unit from your army. Until the end of the phase, each time a model in that unit is destroyed by a melee attack and does not explode, roll one D6: on a 5+, after the attacking models unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).
1CP

FIGHT LIKE DEMIGODS

Ultramarines Stratagem

A gathering of courageous heroes, the Victrix Guard are more than capable of cutting their way through entire armies of foes.

Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6" of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
2CP

SUFFER NOT THE UNCLEAN TO LIVE

Black Templars Stratagem

With righteous zeal, these warriors vow to vanquish Mankind’s foes in the name of the Holy Emperor.

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase.
1CP

UPHOLD THE HONOUR OF THE EMPEROR

Black Templars Stratagem

The Black Templars’ faith in the Emperor is so strong they are able to shrug off even the most severe wounds.

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound.
LINE UNBREAKABLE1CP
Dark Angels – Battle Tactic Stratagem

Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.

Use this Stratagem at the start of the Fight phase. Select one DARK ANGELS INFANTRY unit from your army. Until the end of the phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of it (note that this means that enemy models that are not within Engagement Range but are within 1/2" of a model from their own unit that is itself within 1/2" of this DARK ANGELS INFANTRY unit cannot target it with melee attacks this phase).
CLAVIS1CP
Deathwatch – Wargear Stratagem

The clavis is a strange archeotech device that can disrupt the deviant machine spirits of xenos war engines.

Use this Stratagem at the start of the Fight phase. Select one enemy VEHICLE unit within 1" of a WATCH MASTER unit from your army.
  • That unit suffers D3 mortal wounds.
  • Until the end of the phase, that unit is not eligible to fight until after all eligible units from your army have done so.
THE GORGON’S RAGE1CP
Iron Hands – Battle Tactic Stratagem

When the smouldering rage of their gene-sire breaks its chains, the Iron Hands exchange logic for terrifying fury.

Use this Stratagem in the Fight phase, when an IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll. In addition, until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an EMPEROR’S CHILDREN unit, add 1 to the wound roll.
VENGEANCE FOR ISSTVAN V1CP
Iron Hands – Battle Tactic Stratagem

Memory fades, the details of betrayal eroding before the merciless winds of history’s passage, but hatred is eternal.

Use this Stratagem in the Fight phase, when an IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
BITTER ENMITY1CP
Imperial Fists – Battle Tactic Stratagem

The Imperial Fists’ hatred for their old rivals the Iron Warriors has only grown more intense as the centuries have passed.

Use this Stratagem in the Fight phase, when an IMPERIAL FISTS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an IRON WARRIORS unit, you can re-roll the hit roll and you can re-roll the wound roll.
VENGEANCE FOR ISSTVAN V1CP
Salamanders – Battle Tactic Stratagem

Never will the Salamanders forget the black well of treachery they helped uncover on Isstvan V, or those who perpetrated it.

Use this Stratagem in the Fight phase, when a SALAMANDERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.

The SWORD BRETHREN keyword is used in the following Space Marines datasheets:

EXEMPLARS OF THE CRUSADE1CP
Black Templars – Strategic Ploy Stratagem

A Marshal’s Sword Brethren are among the greatest warriors of the Chapter, leading by example in the thickest of the fighting.

Use this Stratagem in the Fight phase. Select one SWORD BRETHREN unit from your army. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
FOR THE EMPEROR’S HONOUR!2CP
Black Templars – Epic Deed Stratagem

Filled with the spirit of Sigismund, this warrior roars a challenge to his foes, daring them to face him in single combat.

Use this Stratagem in the Fight phase. Select one BLACK TEMPLARS CHARACTER unit (excluding VEHICLE units) from your army and one enemy CHARACTER unit. Until the end of the phase, each time that enemy CHARACTER unit is selected to fight, if the selected BLACK TEMPLARS CHARACTER unit is within Engagement Range of that enemy CHARACTER unit when your opponent is selecting targets for its attacks, those attacks can only target the selected BLACK TEMPLARS CHARACTER unit.
SKOVAKARAH UHL ZAÛRN!1CP/2CP
Emperor’s Spears – Battle Tactic Stratagem

The battle cry of the Emperor’s Spears is the call that precedes their red work.

Use this Stratagem in the Fight phase, when an EMPEROR’S SPEARS CORE or EMPEROR’S SPEARS CHARACTER unit from your army that made a charge move, was charged or performed a Heroic Intervention this turn is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
2CP

BLOOD SCENT

Space Wolves Stratagem

Once blood has been drawn, the warriors of the Stalker Pack fall upon their enemies like savage wolves, tearing them to pieces.

Use this Stratagem in the Fight phase. Pick an enemy INFANTRY or MONSTER unit that has suffered any casualties, or has any models in it with less than their starting number of wounds. Add 1 to wound rolls for attacks made by STALKER PACK units from your army that target that enemy unit until the end of that phase.
2CP

SWIFT STRIKE

Dark Angels Stratagem

In a blur of speed, the warriors of a Ravenwing Attack Squadron strike out at the enemy and then escape from their grasp before they have had time to react.

Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit (excluding AIRCRAFT) from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
RELENTLESS ASSAULT1CP
Space Wolves – Battle Tactic Stratagem

Once their blades and claws run red with the enemy’s blood, nothing will hold the savage sons of Russ back from new prey.

Use this Stratagem in the Fight phase, when a SPACE WOLVES unit from your army consolidates. Each model in that unit can move up to an additional 3" for that consolidation move. This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
AGGRESSIVE ONSLAUGHT1CP
Flesh Tearers – Battle Tactic Stratagem

Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.

Use this Stratagem in the Fight phase. Select one FLESH TEARERS INFANTRY unit from your army. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".

The DEATHWING KNIGHTS keyword is used in the following Space Marines datasheets:

NO FOE TOO GREAT TO SUBDUE2CP
Dark Angels – Epic Deed Stratagem

Channelling all of their hatred into their blows, these veteran warriors obliterate even the mightiest foes in a storm of energised strikes.

Use this Stratagem in the Fight phase, when a DEATHWING KNIGHTS unit from your army is chosen to fight. Until the end of the phase, each time a model in that DEATHWING KNIGHTS unit makes an attack with a mace of absolution against an enemy VEHICLE or MONSTER unit, add 1 to that attacks wound roll and improve the Armour Penetration characteristic of that attack by 1.
SWIFT STRIKE2CP/3CP
Dark Angels – Strategic Ploy Stratagem

The Ravenwing strike swiftly and withdraw before the foe can react.

Use this Stratagem in the Fight phase, after a RAVENWING unit from your army has fought. If that unit is within Engagement Range of any enemy units, it can Fall Back as if it were the Movement phase. Otherwise, it can make a Normal Move as if it were the Movement phase. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
DEATH TO THE TRAITORS!1CP
Adeptus Astartes – Battle Tactic Stratagem

Of all Humanity’s foes, none are as hated as the Heretic Astartes, for they have betrayed their ancient oaths.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll.
GENE-WROUGHT MIGHT1CP
Adeptus Astartes – Battle Tactic Stratagem

Blessed with incredible strength, Primaris Space Marines deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

The ADEPTUS ASTARTES and MELTA BOMBS keywords are used in the following Space Marines datasheets:


– while a PROTEUS KILL TEAM unit contains any Vanguard Veterans, it has the MELTA BOMBS keyword.
MELTA BOMB1CP
Adeptus Astartes – Wargear Stratagem

Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends.
A MIGHTY TROPHY1CP
White Scars – Epic Deed Stratagem

To hoist the head of the foes’ leader high and cry glory to the Great Khan is to inspire every true warrior of Chogoris.

Use this Stratagem when the enemy Warlord is destroyed as a result of an attack made with a melee weapon by a WHITE SCARS model from your army. Until the end of the battle, when a Morale test is taken for a friendly WHITE SCARS unit, do not roll the dice; it is automatically passed.
LAY LOW THE TYRANTS1CP
Raven Guard – Battle Tactic Stratagem

Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.

Use this Stratagem when a RAVEN GUARD INFANTRY unit or RAVEN GUARD BIKER unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made by a model in that unit against a CHARACTER unit that is not a VEHICLE, or against a unit that is not a VEHICLE and contains any models with a Wounds characteristic of 4 or more, add 1 to the wound roll.
VENGEANCE FOR ISSTVAN V1CP
Raven Guard – Battle Tactic Stratagem

The Raven Guard’s hatred for those who betrayed their ancestors on Isstvan V still burns fiercely.

Use this Stratagem when a RAVEN GUARD unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, when resolving an attack made by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
VENGEANCE FOR CALTH1CP
Ultramarines – Battle Tactic Stratagem

The Mark of Calth is never truly at an end. For some acts of infamy, there can be no forgiveness, even should the stars themselves burn out.

Use this Stratagem when an ULTRAMARINES unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS unit, you can re-roll the hit roll and you can re-roll the wound roll.
LET THEM COME1CP
Castellans of the Rift – Battle Tactic Stratagem

Castellans of the Rift drill and train relentlessly, and have honed their reflexes to almost preternatural levels.

Use this Stratagem in the Fight phase, when a CASTELLANS OF THE RIFT CORE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, if that unit was charged this turn, add 1 to that attack’s hit roll.
FIGHT AS BROTHERS2CP
Emperor’s Spears – Battle Tactic Stratagem

Having spent years relying on their trusted brothers, when Emperor’s Spears fight together, little can stay their blows.

Use this Stratagem in the Fight phase, when an EMPEROR’S SPEARS INFANTRY unit from your army is selected to fight. Select one enemy unit within Engagement Range of that unit and one or more other friendly EMPEROR’S SPEARS INFANTRY units. Until the end of the phase, each time a friendly EMPEROR’S SPEARS INFANTRY unit makes a melee attack against that unit, you can re-roll the hit roll.

The REIVER SQUAD keyword is used in the following Space Marines datasheets:

A STORM OF DEATH1CP
Vanguard Spearhead – Battle Tactic Stratagem

Reiver Squads attack in a barrage of disorienting roars and a storm of stabbing blades. With their foes reeling under the assault, every weak spot of their foe is identified and exploited.

Use this Stratagem in the Fight phase, when a VANGUARD SPEARHEAD REIVER SQUAD unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against an INFANTRY or BIKER unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).
CLAIM RUNES1CP
Silver Templars – Battle Tactic Stratagem

When faced with overwhelming numbers, the Silver Templars employ a system of rune-marking their chosen targets on their autosenses, allowing for pinpoint and hyper-efficient slaughter.

Use this Stratagem in the Fight phase, when a SILVER TEMPLARS PRIMARIS unit from your army is selected to fight. If, when it was selected to fight, that unit was within Engagement Range of an enemy unit containing more models than itself, then until the end of the phase, each time a model in that SILVER TEMPLARS unit makes an attack:
  • Add 1 to the Strength characteristic of that attack.
  • Improve the Armour Penetration characteristic of that attack by 1.
SAVAGE STRIKE1CP/2CP
Space Wolves – Battle Tactic Stratagem

With the scent of blood in the air and the rushing joy of battle surging through every true warrior's hearts, even the greatest quarry can be brought down in a single surge of feral strength.

Use this Stratagem in your Fight phase, when a SPACE WOLVES unit from your army is selected to fight. If that unit made a charge move this turn, then until that fight is resolved, each time a model in that unit makes a melee attack, add 1 to that attacks wound roll. If that unit has 5 or fewer models, this Stratagem costs 1CP; otherwise it costs 2CP.
THE EMPEROR’S EXECUTIONERS1CP
Space Wolves – Battle Tactic Stratagem

The Space Wolves have never forgotten their ten-thousand-year-old charge to deliver the Emperors vengeance to the sons of Magnus.

Use this Stratagem in the Fight phase, when a SPACE WOLVES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a THOUSAND SONS unit, you can re-roll the hit roll and you can re-roll wound roll.
VENGEANCE FOR SANGUINIUS1CP
Blood Angels – Battle Tactic Stratagem

None are as hated by the Blood Angels as the Black Legion, for it was their gene-sire, Horus, who slew Sanguinius millennia ago.

Use this Stratagem in the Fight phase, when a BLOOD ANGELS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a BLACK LEGION unit, you can re-roll that attacks hit roll and you can re-roll that attacks wound roll.
VISIONS OF SANGUINIUS1CP
Blood Angels – Epic Deed Stratagem

As the last vestiges of their sanity slip away, the fallen heroes of the Death Company fight with the burning conviction that they are the Primarch himself.

Use this Stratagem when a DEATH COMPANY CHARACTER model from your army is selected to fight. That model can do one of the following:
  • If that model has already used a Death Vision, it can use another Death Vision this phase (this cannot be a Death Vision you have already used during this battle).
  • If that model has not already used a Death Vision, it can use two different Death Visions this phase (neither can be a Death Vision you have already used during this battle).
DEATH TO THE ALIEN!1CP
Deathwatch – Battle Tactic Stratagem

The vehement hatred that the Deathwatch feel for their xenosfoes is a potent weapon in its own right.

Use this Stratagem in the Fight phase, when a DEATHWATCH unit from your army is selected to fight. Until the end of the phase, while that unit is within Engagement Range of any TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE units, add 1 to the Attacks characteristic of models in that unit.

The ASSAULT INTERCESSOR SQUAD keyword is used in the following Space Marines datasheets:

HONOUR THE CHAPTER2CP
Adeptus Astartes – Battle Tactic Stratagem

Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.

Use this Stratagem at the end of the Fight phase. Select one ASSAULT INTERCESSOR SQUAD unit from your army that is within Engagement Range of any enemy units; that unit can fight again.
STRIKE FOR THE HEART2CP
White Scars – Battle Tactic Stratagem

Punching through the foe’s defences, the White Scars surge on towards vital rear-line targets before their victims can react.

Use this Stratagem before a WHITE SCARS unit (excluding ARTILLERY) from your army consolidates. That unit consolidates D3+3" instead of 3" this phase, or D6+6" if every model in that unit has a Move characteristic of at least 10".
DISPERSAL PROTOCOLS2CP
Vanguard Spearhead – Strategic Ploy Stratagem

Vanguard squads are trained to rapidly disengage from their foe, moving to new positions before attacking once more.

Use this Stratagem at the end of the Fight phase. Select one VANGUARD SPEARHEAD unit from your army that is within Engagement Range of any enemy units. That unit can Fall Back as if it were your Movement phase.
COURAGE AND HONOUR!1CP
Ultramarines – Battle Tactic Stratagem

Such are the words of the Chapter’s battle cry – it is a mantra by which the Ultramarines live and fight.

Use this Stratagem at the start of the Morale phase. Add 1 to the Leadership characteristic of ULTRAMARINES models from your army until the end of the phase.
THE SHIELD UNWAVERING2CP
Imperial Fists – Battle Tactic Stratagem

Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.

Use this Stratagem at the end of your Morale phase. Select one IMPERIAL FISTS INFANTRY unit from your army that is within 3" of any objective markers. Until the start of your next turn, add 1 to the Attacks characteristic of models in that unit, and when resolving an attack made against that unit, add 1 to the saving throw (excluding invulnerable saves).
SAVAGE DESTRUCTION1CP
Flesh Tearers – Strategic Ploy Stratagem

Enemy fighters scramble to escape the Flesh Tearers’ ferocity.

Use this Stratagem in the Morale phase, when a Morale test is failed for an enemy unit that is within Engagement Range of any FLESH TEARERS units from your army. Until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit.
ARMOUR OF CONTEMPT1CP
Adeptus Astartes – Epic Deed Stratagem

The belligerency of some Adeptus Astartes machine spirits makes them unyielding foes to face.

Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
AVENGE THE FALLEN1CP
Ultramarines – Battle Tactic Stratagem

The life of even a single Ultramarine is worth that of countless foes, and every loss will be answered in blood.

Use this Stratagem when an ULTRAMARINES unit from your army is destroyed as a result of an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an ULTRAMARINES model from your army against that enemy unit, re-roll a hit roll of 1.
DECAPITATING BLOW2CP
Raven Guard – Strategic Ploy Stratagem

The Raven Guard are experts in swiftly picking apart the enemy command structure and seizing upon the discord and confusion that results.

Use this Stratagem when an enemy WARLORD is destroyed by an attack made by a RAVEN GUARD unit from your army. Until the end of the battle, subtract 1 from the Leadership characteristic of enemy units.
1CP

SIGNAL THE ATTACK

Dark Angels Stratagem

As soon as one Attack Squadron has wounded its target, the others in its formation circle like vultures to complete the kill.

Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit this phase.
1CP

STRUCTURAL DEMOLITION

Imperial Fists Stratagem

With pinpoint accuracy, enemy fortifications are reduced to rubble in moments, crushing those trapped within.

Use this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain.
A DEADLY PRIZE1CP
Raven Guard – Strategic Ploy Stratagem

If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.

Use this Stratagem at the end of your turn. Select one objective marker that is within 3" of any RAVEN GUARD INFANTRY units from your army and not within 3" of any enemy units. The next time an enemy unit ends a move within 3" of that objective marker, roll one D6; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+ it suffers 3 mortal wounds. You cannot use this Stratagem on the same objective marker more than once per battle.
SEE, BUT REMAIN UNSEEN1CP
Raven Guard – Strategic Ploy Stratagem

To fight the Raven Guard is to battle half-seen spectres. Only at a time of their choosing do they step from the shadows to engage the disorientated foe.

Use this Stratagem at the end of your turn. Select one RAVEN GUARD unit from your army (excluding BUILDINGS) that did not make any attacks during that turn. Until the start of your next turn, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Reanimation Protocols

Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witchlights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.

Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.

Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
  • Is added back to its unit with its full wounds remaining.
  • Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.
  • Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
  • No longer counts as having been destroyed for the purposes of Morale tests this turn.
You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.

Example: In the Shooting phase, an enemy unit targets and makes its attacks against a 5-strong unit of Lychguard, destroying 3 models and leaving another with only one wound left. The Lychguard units reanimation protocols are enacted, and you now make Reanimation Protocol rolls for it. Each Lychguard has a Wounds characteristic of 2, so you would roll a total of six D6s. If you rolled 1, 3, 4, 5, 5 and 6, you would put three dice into a pool. This pool contains enough dice to Reanimate one of the destroyed models, and so it is set back up on the battlefield. After that model has been Reanimated, there is only one dice remaining in your pool. This is not enough to Reanimate another reassembling Lychguard model, as it is less than the models Wounds characteristic; this dice is therefore discarded.
Special-issue Ammunition

The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.

Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:
  • Dragonfire Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.
  • Hellfire Rounds: Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.
  • Kraken Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, add 6" to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by the Combat Doctrines ability).
  • Vengeance Rounds: Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.

ALL FLESH IS WEAKNESS

This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left.

When this WARLORD would lose a wound, roll one D6; on a 5+ that wound is not lost.

Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

SHROUDING

The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.

Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.

Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

TENEBROUS CURSE

As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination.

Malediction: Tenebrous Curse has a warp charge value of 7. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this PSYKER.

  • That unit suffers 1 mortal wound.
  • Until the start of your next Psychic phase, halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.

Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".

The ADEPTUS ASTARTES and APOTHECARY keywords are used in the following Space Marines datasheets:

Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).

The PSYKER and DREADNOUGHT keywords are used in the following Space Marines datasheets:

Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

The and VEHICLE keywords are used in the following Space Marines datasheets:

WARLORD TRAIT1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER in your Order of Battle gains a rank. You can give that CHARACTER one Warlord Trait (even if they are not your Warlord - in battle, this CHARACTER is only considered your Warlord for the purposes of this trait). This must still be a Warlord Trait it can have; any Warlord can have the Inspiring Leader Warlord Trait (see below). Alternative Warlord Traits can be found in other publications. Make a note of the Warlord Trait on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This Warlord Trait is permanent to this unit, and cannot be removed or changed. No model can have more than one Warlord Trait and the same Warlord Trait cannot be included more than once by any model in your Order of Battle.*

Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
REARM AND RESUPPLY1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.
RELIC1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic (excluding Crusade Relics). This must still be a Relic it can have, and it cannot be a Relic that replaces a weapon this CHARACTER is equipped with if the weapon in question has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Relic on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This upgrade is permanent to this unit, and cannot be removed or changed. No model can have more than one Relic and the same Relic cannot be included more than once by any model in your Order of Battle.*
FRESH RECRUITS1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.

The PRIMARCH keyword is used in the following Space Marines datasheets:

Lords of War
HONOUR THE STANDARD
Adeptus Astartes Agenda

The standards of the Space Marines are inspirational icons and symbols of the Emperor's dominance. To plant one is to claim that ground in the name of the Imperium.

Keep an Honour the Standard tally for each ADEPTUS ASTARTES unit in your army. At the end of each of your turns, if a CORE unit is wholly within 6" of a model from the same Chapter whose standard has been planted (see below), add 1 to that unit's Honour the Standard tally.

If you selected this Agenda, then ADEPTUS ASTARTES ANCIENT units in your army can attempt the following action:

Plant the Standard (Action): At the end of your Movement phase, one ADEPTUS ASTARTES ANCIENT unit from your army that is within 6" of the centre of the battlefield can start to perform this action. The action is completed at the end of your turn. Once completed the Ancient's Standard has been planted, and remains so until that model makes a Normal Move, Advances, Falls Back or makes a charge move.

Each unit gains a number of experience points equal to their Honour the Standard tally.
ARTISANAL MINISTRATIONS10 POINTS

While some highly trained Chapter thralls can effect a reasonable repair to any damage this banner suffers, a few are considered to be true artisans with vexillor-needles and cleansing oils, the damaged sections nigh-indistinguishable from the original.

Remove one Banner Damage effect this model has.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

The BLACK TEMPLARS and CRUSADER SQUAD keywords are used in the following Space Marines datasheets:

The CRUSADER SQUAD keyword is used in the following Space Marines datasheets:

The BLADEGUARD keyword is used in the following Space Marines datasheets:

The TERMINATOR and CORE keywords are used in the following Space Marines datasheets:

Heavy Support

– while a PROTEUS KILL TEAM unit only contains Deathwatch Terminators, it has the TERMINATOR keyword.
Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

The ASTORATH keyword is used in the following Space Marines datasheets:

The BLOOD ANGELS and APOTHECARY keywords are used in the following Space Marines datasheets:

The BLOOD ANGELS and LIEUTENANT keywords are used in the following Space Marines datasheets:

EVEN IN DEATH I STILL SERVE1RP

A mortally wounded Space Marine may be interred in the sarcophagus of a Dreadnought, allowing him to bring death to his foes in a new form.

Purchase this Requisition when an ADEPTUS ASTARTES CHARACTER unit (excluding VEHICLE units) from your Crusade force gains their second or subsequent Battle Scar. Remove that CHARACTER from your Order of Battle and replace it with a DREADNOUGHT (excluding named characters) from the same Chapter. You can only add a PSYKER DREADNOUGHT if the CHARACTER it is replacing was a PSYKER. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit. The new DREADNOUGHT starts with the same number of experience points as the CHARACTER it replaced and gains the appropriate number of Battle Honours for its rank.
RUBICON PRIMARIS1RP

To cross the Rubicon Primaris is not a decision taken lightly, for not all warriors survive the transformation. Those who do become even more potent avatars of war.

Purchase this Requisition at any time. Select one CAPTAIN, LIBRARIAN, CHAPLAIN, APOTHECARY, ANCIENT or TECHMARINE unit from your Crusade force that does not have the PRIMARIS keyword and roll one D6. On a 1, that unit is removed from your Order of Battle. On a 2+, replace that unit with a PRIMARIS unit with the same keyword drawn from the same Chapter. You cannot purchase this requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit. The new PRIMARIS unit has the same number of experience points and the same Battle Honours and Battle Scars as the unit it replaced. If a Battle Honour cannot be applied (e.g. a Weapon Enhancement for a weapon that PRIMARIS model cannot be equipped with), select a new Battle Honour to replace it.
DESCENT INTO MADNESS1RP

On the eve of battle, a Blood Angels warrior may be gripped by apocalyptic visions as the Black Rage takes hold. Such a battle-brother is lost to the Chapter, sent forth to seek death on the battlefield rather than face the ignominious decline into bestial madness.

Purchase this Requisition at any time. Select one BLOOD ANGELS CAPTAIN or BLOOD ANGELS LIEUTENANT model from your Order of Battle that has 2 or more Flaw points (you cannot select a unit that has the DEATH COMPANY keyword). That model is inducted into the Death Company, as described here; make a note on that unit’s Crusade card and increase its Power Rating accordingly. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.

The DEATH COMPANY MARINES keyword is used in the following Space Marines datasheets:

The DEATH COMPANY INTERCESSORS keyword is used in the following Space Marines datasheets:

The LIBRARIAN DREADNOUGHT keyword is used in the following Space Marines datasheets:

The JUMP PACK keyword is used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.
– while a INDOMITOR KILL TEAM unit only contains Inceptors, it has the JUMP PACK keyword.

MASTER OF THE KEEP

In some Chapters the 1st Company Captain serves as Master of the Keep. These mighty warriors may serve as the Chapter Master's second in command, be responsible for the Chapter's fortress monastery and speak for the Chapter Master in his absence.

Once per battle, if this unit is on the battlefield, when you use an Adeptus Astartes Battle Tactic Stratagem, that Stratagem costs 0 Command points.

MASTER OF THE ARSENAL

This Captain, often of the 3rd Company, is responsible for managing and overseeing the Chapter's vast inventory of munitions.

Once per battle, if this unit is on the battlefield, when you use an Adeptus Astartes Wargear Stratagem, that Stratagem costs 0 Command points.

MASTER OF THE FLEET

The Master of the Fleet is often the Captain of the 4th Company, and is responsible for the Chapter's armada of spacefaring warships. He is expected to be highly skilled not only in commanding a single ship in battle, but also in coordinating all of the Chapter's vessels in the highly complex matters of ship-to-ship combat.

  • If this unit is on the battlefield, you can use the Orbital Bombardment Stratagem twice during the battle instead of once.
  • While this unit is on the battlefield, each time you use the Orbital Bombardment Stratagem, it costs 1 Command point instead of 3.

MASTER OF THE RITES

The Master of the Rites is often the Captain of the 6th Company. Among his many duties he is often responsible for preserving and recording the Chapter's martial traditions and ceremonial conventions.

If this unit is part of your Crusade force, then the Warlord Trait Requisition costs 0 Requisition points if the model being given the Warlord Trait is from the same Chapter as this unit.

CHIEF VICTUALLER

Traditionally held by the Captain of the 7th Company, a warrior with this title is responsible for the non-armament provisions the Chapter requires to continue its operations, as well as thousands of serfs and servitors. In this role, a battle-brother must prove himself a master logistician.

If this unit is part of your Crusade force, then the Rearm and Resupply Requisition costs 0 Requisition points if the unit selected for that Requisition is from the same Chapter as this unit.

MASTER OF RELICS

The Captain of the 9th Company is often responsible for the maintenance, security and care of the Chapter’s priceless relics, as well as the recovery of relics that lie as yet undiscovered throughout the galaxy.

If this unit is part of your Crusade force, then the Relic Requisition costs 0 Requisition points if the model gaining the Relic is from the same Chapter as this unit.

The CAPTAIN TYCHO keyword is used in the following Space Marines datasheets:

REPAIR AND RECUPERATE1RP
Purchase this Requisition either before or after a battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit's Crusade points will effectively increase by 1).
CAPTURE THE FALLEN
Dark Angels Agenda

The ultimate agenda of the Unforgiven Chapters is the capture and execution of the Fallen. Only through this can they earn absolution, and within the Inner Circle, to seize one of these traitors is to earn much honour.

Keep a Capture the Fallen tally for each unit from your army. Add 1 to a unit’s Capture the Fallen tally each time it destroys an enemy FALLEN unit. Each unit gains 3 experience points for every mark on its Capture the Fallen tally. At the end of the battle, if any units from your army have a mark on their Capture the Fallen tally, your WARLORD gains 3 experience points.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

The CYPHER keyword is used in the following Chaos Space Marines datasheets:

The INTERROGATOR-CHAPLAIN keyword is used in the following Space Marines datasheets:

The DEATHWING and LIBRARIAN keywords are used in the following Space Marines datasheets:

MASTER OF THE WATCH

The Captain of the 2nd Company is often responsible for the defence of the Chapter's home world. They are heavily involved with system-wide defence and intelligence assessment of threats to their Chapter's seat of power. Regardless of how much a Chapter involves itself in the affairs of its home world's population, the Master of the Watch takes a keen interest in them.

If this unit is part of your Crusade army and you are the Defender, then you start the battle with an additional 2 Command points.

MASTER OF THE MARCHES

This warrior oversees the deployment of all the Chapter's assets, in addition to their role as Captain of the 5th Company. In so doing they hear all pleas for the Chapter's aid, dismissing those he deems the most unworthy before presenting those that remain to the Chapter Master.

If this unit is part of your Crusade army and you are using the Strategic Reserves rule, you can halve the Command point cost required to place units into Strategic Reserves (rounding fractions down).

The BELIAL keyword is used in the following Space Marines datasheets:

The SAMMAEL keyword is used in the following Space Marines datasheets:

The LAZARUS keyword is used in the following Space Marines datasheets:

The TERMINATOR and CAPTAIN keywords are used in the following Space Marines datasheets:

The BIKER and CAPTAIN keywords are used in the following Space Marines datasheets:

The DARK ANGELS and ANCIENT keywords are used in the following Space Marines datasheets:

The RAVENWING and AIRCRAFT keywords are used in the following Space Marines datasheets:

BESTOWED IN HONOUR AND NECESSITY1RP

Those who have risen to lead within the Deathwatch are heroic and valiant warriors, fitting custodians indeed for the esoteric and deadly relics of the watch fortresses.

Purchase this Requisition when you add a Crusade card for a DEATHWATCH unit to your Order of Battle, or when a DEATHWATCH unit from your Order of Battle gains a rank. You can use the Relic Requisition on that unit without spending any extra Requisition points. Select one model in that unit that has the word ‘Sergeant’ in their profile. For the purposes of the Relic Requisition, treat that model as if it were a CHARACTER. The Relic that model gains must be one of the following: Artificer Armour; Master-crafted Weapon; Digital Weapons; Banebolts of Eryxia; Artificer Bolt Cache.

The TYRANIDS and PSYKER keywords are used in the following Tyranids datasheets:

The AELDARI and PSYKER keywords are used in the following Aeldari datasheets:

Heavy Support

The ORK and PSYKER keywords are used in the following Orks datasheets:

Heavy Support

The DEATHWATCH and WATCH MASTER keywords are used in the following Space Marines datasheets:

The SHOCK GRENADES keyword is used in the following Space Marines datasheets:


– while a SPECTRUS KILL TEAM unit contains any Reivers, it has the SHOCK GRENADES keyword.
LONE WOLF1RP

Sometimes a pack will suffer such terrible casualties that it is reduced to a single survivor: one who has lost his battle-brothers to a man and has yet to earn a place in his lord’s Wolf Guard. With nothing left to him but bitter revenge, he swears a great oath of vengeance, etches his pack’s names into his blade or his flesh and stalks the battlefield seeking out monstrous foes. These he vows to slay in the names of his dead packmates, or die a heroic, yet solitary, death.

Purchase this Requisition when a SPACE WOLVES INFANTRY unit that contains two or more models gains a Battle Scar. Remove that unit from your Order of Battle and replace it with the appropriate option from the list below:
The new unit must be drawn from the same Chapter as the unit it replaces and you cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The newly added unit starts with the same number of experience points as the unit it replaced and immediately gains the appropriate number of new Battle Honours for its rank. Each unit added to your Order of Battle using this Requisition gains the following ability:

Honour in Death: Each time this model makes a melee attack, you can re-roll the hit roll.

The WULFEN keyword is used in the following Space Marines datasheets:

The ADEPTUS MECHANICUS and TECH-PRIEST keywords are used in the following Adeptus Mechanicus datasheets:

The IMPULSOR keyword is used in the following Space Marines datasheets:

Dedicated Transport

The SUPPRESSOR SQUAD keyword is used in the following Space Marines datasheets:

Fast Attack

The INVICTOR TACTICAL WARSUIT keyword is used in the following Space Marines datasheets:

The INCURSOR SQUAD keyword is used in the following Space Marines datasheets:

The INFILTRATOR SQUAD keyword is used in the following Space Marines datasheets:

The REDEMPTOR DREADNOUGHT keyword is used in the following Space Marines datasheets:

The CASTELLANS OF THE RIFT and PRIEST keywords are used in the following Space Marines datasheets:

The ULTRAMARINES and ANCIENT keywords are used in the following Space Marines datasheets:

The WHITE SCARS, CHARACTER and ANCIENT keywords are used in the following Space Marines datasheets:

The JUMP PACK, RAVEN GUARD and CHARACTER keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.

The TECHMARINE, IRON HANDS and CHARACTER keywords are used in the following Space Marines datasheets:

The IMPERIAL FISTS and ANCIENT keywords are used in the following Space Marines datasheets:

The IMPERIAL FISTS and LIBRARIAN keywords are used in the following Space Marines datasheets:

The SANGUINARY ANCIENT keyword is used in the following Space Marines datasheets:

The BLOOD ANGELS and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.

The DEATHWING and ANCIENT keywords are used in the following Space Marines datasheets:

The RAVENWING TALONMASTER keyword is used in the following Space Marines datasheets:

Absolvor bolt pistol used in the following datasheets:

Accelerator autocannon used in the following datasheets:

Fast Attack

Aiolos missile launcher used in the following datasheets:

Angelus boltgun used in the following datasheets:

Anvillus autocannon battery used in the following datasheets:

Arachnus heavy lascannon battery used in the following datasheets:

Arcus multi-launcher used in the following datasheets:

Heavy Support
Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Artificer flamer used in the following datasheets:

Artisan plasma pistol used in the following datasheets:

Assault bolter used in the following datasheets:

Fast Attack
INFANTRY/other model

Assault plasma incinerator used in the following datasheets:

Heavy Support

Astartes shotgun used in the following datasheets:

Fast Attack

Astraeus las-ripper used in the following datasheets:

Lords of War

Auto boltstorm gauntlet (shooting) used in the following datasheets:

Auto-flamer used in the following datasheets:

Auto-plasma used in the following datasheets:

Autocannon used in the following datasheets:

Heavy Support

Avenger mega bolter used in the following datasheets:

Baal flamestorm cannon used in the following datasheets:

Heavy Support

Bellicatus missile array used in the following datasheets:

Dedicated Transport

Blackout used in the following datasheets:

Blackstar rocket launcher used in the following datasheets:

Blacksword missile launcher used in the following datasheets:

Blood Song used in the following datasheets:

Bloodfire used in the following datasheets:

Bolt carbine used in the following datasheets:

Bolt pistol used in the following datasheets:

HQ
Troops

and others...

– may take Bolt pistol as an option.

Bolt sniper rifle used in the following datasheets:

Heavy Support

Boltstorm gauntlet (shooting) used in the following datasheets:

Boreas air defence missiles used in the following datasheets:

Burning Wrath used in the following datasheets:

Castellum air defence missiles used in the following datasheets:

Fortifications

Castellum battle cannon used in the following datasheets:

Fortifications

Castellum Icarus quad lascannon used in the following datasheets:

Fortifications

Catechist used in the following datasheets:

Centurion missile launcher used in the following datasheets:

Cerberus launcher used in the following datasheets:

Dedicated Transport

Cerberus neutron pulse array used in the following datasheets:

Lords of War

Combi-bolter used in the following datasheets:

Combi-volkite used in the following datasheets:

Heavy Support

Contemptor plasma blaster used in the following datasheets:

Conversion beam cannon used in the following datasheets:

Heavy Support

Conversion beamer used in the following datasheets:

Cyclonic melta lance used in the following datasheets:

Deathstorm cannon array used in the following datasheets:

Deathstorm missile array used in the following datasheets:

Fast Attack

Deathwatch bolt pistol used in the following datasheets:

Deathwatch boltgun used in the following datasheets:

Fast Attack

– may take Deathwatch boltgun as an option.

Deathwatch combi-flamer used in the following datasheets:

Fast Attack

– may take Deathwatch combi-flamer as an option.

Deathwatch combi-grav used in the following datasheets:

Fast Attack

– may take Deathwatch combi-grav as an option.

Deathwatch combi-melta used in the following datasheets:

Fast Attack

– may take Deathwatch combi-melta as an option.

Deathwatch combi-plasma used in the following datasheets:

Fast Attack

– may take Deathwatch combi-plasma as an option.

Deathwatch frag cannon used in the following datasheets:

Deathwatch heavy flamer used in the following datasheets:

Deathwatch shotgun used in the following datasheets:

Fast Attack

Deathwatch twin boltgun used in the following datasheets:

Deathwind launcher used in the following datasheets:

Dedicated Transport

Demolisher cannon used in the following datasheets:

Heavy Support
Lords of War

Disintegration combi-gun used in the following datasheets:

Disintegration pistol used in the following datasheets:

Dorn’s Arrow used in the following datasheets:

Drakkis used in the following datasheets:

Dreadfire heavy flamer used in the following datasheets:

Dreadhammer siege cannon used in the following datasheets:

Lords of War

Dreadnought inferno cannon used in the following datasheets:

Heavy Support

Excelsior combi-plasma used in the following datasheets:

Executor bolt rifle used in the following datasheets:

Executor heavy bolter used in the following datasheets:

Fellblade accelerator cannon used in the following datasheets:

Lords of War

Ferocity used in the following datasheets:

Firefury missile battery used in the following datasheets:

Flamestorm cannon used in the following datasheets:

Flamestorm gauntlet (shooting) used in the following datasheets:

Foehammer (shooting) used in the following datasheets:

Forge bolter used in the following datasheets:

Frag grenades used in the following datasheets:

Fragstorm grenade launcher used in the following datasheets:

Dedicated Transport

Gauntlet of the Forge used in the following datasheets:

Gorgon’s Wrath used in the following datasheets:

Grav-cannon used in the following datasheets:


– may take Grav-cannon as an option.

Grav-cannon and grav-amp used in the following datasheets:

Grav-flux bombard used in the following datasheets:

Grav-gun used in the following datasheets:


– may take Grav-gun as an option.

Graviton blaster used in the following datasheets:

Graviton cannon used in the following datasheets:

Heavy Support

Grenade harness used in the following datasheets:

Hammerfall heavy bolter array used in the following datasheets:

Fortifications

Hammerfall heavy flamer array used in the following datasheets:

Fortifications

Hammerfall missile launcher used in the following datasheets:

Fortifications

Hammerstrike missile launcher used in the following datasheets:

Hand of Dominion (shooting) used in the following datasheets:

Lords of War

Havoc launcher used in the following datasheets:

Heavy Support

Heavy bolt rifle used in the following datasheets:

Heavy frag cannon used in the following datasheets:

Heavy laser destroyer used in the following datasheets:

Heavy Support

Heavy melta rifle used in the following datasheets:

Heavy Support

Heavy onslaught gatling cannon used in the following datasheets:

Heavy plasma incinerator used in the following datasheets:

Heavy Support

Helfrost cannon used in the following datasheets:


– may take Helfrost cannon as an option.

Helfrost destructor used in the following datasheets:

Helfrost pistol used in the following datasheets:

Helios launcher used in the following datasheets:

Heavy Support

Hellfire Extremis used in the following datasheets:

Hellfire plasma carronade used in the following datasheets:

Hellstorm bolt rifle used in the following datasheets:

Hellstorm heavy bolter used in the following datasheets:

Hellstrike missile battery used in the following datasheets:

Herakles-pattern autocannon used in the following datasheets:

Heavy Support

Hunter-slayer missile used in the following datasheets:

Heavy Support

Icarus ironhail heavy stubber used in the following datasheets:

Heavy Support

Icarus rocket pod used in the following datasheets:

Icarus stormcannon used in the following datasheets:

Heavy Support

Incendium cannon used in the following datasheets:

Infernus used in the following datasheets:

Infernus cannon used in the following datasheets:

Heavy Support

Infernus heavy bolter used in the following datasheets:

Instigator bolt carbine used in the following datasheets:

Heavy Support

Invictus used in the following datasheets:

Ironhail heavy stubber used in the following datasheets:

Dedicated Transport
Lords of War

Ironhail skytalon array used in the following datasheets:

Dedicated Transport

Javelin missile launcher used in the following datasheets:

Judgement used in the following datasheets:

Kane’s master-crafted plasma pistol used in the following datasheets:

Kheres-pattern assault cannon used in the following datasheets:

Krak grenades used in the following datasheets:

Krakstorm grenade launcher used in the following datasheets:

Heavy Support

Kratos battlecannon used in the following datasheets:

Heavy Support

Lancer laser destroyer used in the following datasheets:

Heavy Support

Las fusil used in the following datasheets:

Heavy Support

Las-talon used in the following datasheets:

Heavy Support

Laser destroyer used in the following datasheets:

Lords of War
Heavy Support

Laser volley cannon used in the following datasheets:

Lion’s Wrath used in the following datasheets:

Macro plasma incinerator used in the following datasheets:

Magna-melta cannon used in the following datasheets:

Heavy Support

Malice used in the following datasheets:

Marksman bolt carbine used in the following datasheets:

Master-crafted auto bolt rifle used in the following datasheets:

Master-crafted boltgun used in the following datasheets:

Master-crafted heavy bolt rifle used in the following datasheets:

Master-crafted instigator bolt carbine used in the following datasheets:

Master-crafted occulus bolt carbine used in the following datasheets:

Master-crafted plasma cannon used in the following datasheets:

Master-crafted special issue bolt pistol used in the following datasheets:

Master-crafted stalker bolt rifle used in the following datasheets:

Master-crafted storm bolter used in the following datasheets:

Masterwork plasma cutter used in the following datasheets:

Melta array used in the following datasheets:

Melta blast-gun used in the following datasheets:

Heavy Support

Melta destroyer used in the following datasheets:

Melta rifle used in the following datasheets:

Heavy Support

Neo-volkite pistol used in the following datasheets:

Nightwing used in the following datasheets:

Occulus bolt carbine used in the following datasheets:

Omega plasma array used in the following datasheets:

Heavy Support

Onslaught gatling cannon used in the following datasheets:

Heavy Support

Phased conversion beamer used in the following datasheets:

Plasma blaster used in the following datasheets:

Plasma cannon used in the following datasheets:

Heavy Support

– may take Plasma cannon as an option.

Plasma charger used in the following datasheets:

Plasma cutter used in the following datasheets:

Heavy Support

Plasma destroyer used in the following datasheets:

Heavy Support

Plasma eradicator used in the following datasheets:

Lords of War

Plasma exterminator used in the following datasheets:

Fast Attack

Plasma gun used in the following datasheets:


– may take Plasma gun as an option.

Plasma incinerator used in the following datasheets:

Heavy Support

Plasma storm battery used in the following datasheets:

Plasma talon used in the following datasheets:

Predator autocannon used in the following datasheets:

Heavy Support

Punisher rotary cannon used in the following datasheets:

Heavy Support

Purgator used in the following datasheets:

Pyre pistol used in the following datasheets:

Pyreblaster used in the following datasheets:

Quad heavy bolter used in the following datasheets:

Quad lascannon used in the following datasheets:

Quad launcher used in the following datasheets:

Quietus used in the following datasheets:

Reaper autocannon used in the following datasheets:

Reductor pistol used in the following datasheets:

Rift cannon used in the following datasheets:

ROC missile launcher used in the following datasheets:

Scorpius multi-launcher used in the following datasheets:

Heavy Support

Scout sniper rifle used in the following datasheets:

Siege melta array used in the following datasheets:

Lords of War

Skyhammer missile launcher used in the following datasheets:

Skyreaper battery used in the following datasheets:

Lords of War

Skyspear missile launcher used in the following datasheets:

Heavy Support

Special issue bolt carbine used in the following datasheets:

Special issue bolt pistol used in the following datasheets:

Special issue boltgun used in the following datasheets:

Stalker bolt rifle used in the following datasheets:

Stalker-pattern boltgun used in the following datasheets:

Fast Attack

Stasis grenade used in the following datasheets:

Storm bolter used in the following datasheets:


– may take Storm bolter as an option.

Storm cannon used in the following datasheets:

Stormfrag auto-launcher used in the following datasheets:

Elites

Stormfury missiles used in the following datasheets:

Stormstrike missile launcher used in the following datasheets:

Sunwrath pistol used in the following datasheets:

Sword of Idaeus used in the following datasheets:

Tarantula air defence missiles used in the following datasheets:

Tarantula twin heavy bolter used in the following datasheets:

Tarantula twin lascannon used in the following datasheets:

Tempest bolter used in the following datasheets:

Heavy Support

Tempest salvo launcher used in the following datasheets:

Terrax heavy flamer used in the following datasheets:

Dedicated Transport

Terrax melta cutter used in the following datasheets:

Dedicated Transport

Terrax storm bolter used in the following datasheets:

Dedicated Transport

The Black Spear (shooting) used in the following datasheets:

The Deliverer used in the following datasheets:

Thunderfire cannon used in the following datasheets:

Heavy Support

Thunderhawk heavy cannon used in the following datasheets:

Thundershock used in the following datasheets:

Thunderstrike las-talon used in the following datasheets:

Turbo-laser destructor used in the following datasheets:

Twin accelerator autocannon used in the following datasheets:

Twin auto bolt rifle used in the following datasheets:

Twin autocannon used in the following datasheets:

Heavy Support

Twin avenger bolt cannon used in the following datasheets:

Twin bolt rifle used in the following datasheets:

Fast Attack

Twin Falchion volcano cannon used in the following datasheets:

Lords of War

Twin heavy flamer used in the following datasheets:

Lords of War
Heavy Support
Fortifications

Twin heavy onslaught gatling cannon used in the following datasheets:

Heavy Support

Twin heavy plasma cannon used in the following datasheets:

Twin helfrost cannon used in the following datasheets:

Flyers

Twin hellstrike launcher used in the following datasheets:

Twin Icarus ironhail heavy stubber used in the following datasheets:

Twin Icarus rocket pod used in the following datasheets:

Twin ironhail autocannon used in the following datasheets:

Twin ironhail heavy stubber used in the following datasheets:

Twin las-talon used in the following datasheets:

Twin macro-accelerator cannon used in the following datasheets:

Lords of War

Twin magna-melta used in the following datasheets:

Twin multi-melta used in the following datasheets:

Heavy Support

Twin plasma gun used in the following datasheets:

Twin storm bolter used in the following datasheets:

Twin Terrax volkite charger used in the following datasheets:

Dedicated Transport

Twin volkite caliver used in the following datasheets:

Twin volkite culverin used in the following datasheets:

Venator neutron laser used in the following datasheets:

Heavy Support

Vengeance launcher used in the following datasheets:

Vigil spear (shooting) used in the following datasheets:

Volkite caliver used in the following datasheets:

Heavy Support

Volkite cardanelle used in the following datasheets:

Heavy Support

Volkite charger used in the following datasheets:

Volkite culverin used in the following datasheets:

Heavy Support

Volkite falconet battery used in the following datasheets:

Whirlwind castellan launcher used in the following datasheets:

Heavy Support
Fortifications

Whirlwind Hyperios launcher used in the following datasheets:

Heavy Support

Whirlwind vengeance launcher used in the following datasheets:

Heavy Support

Wrist-mounted grenade launcher used in the following datasheets:

Xiphon missile battery used in the following datasheets:

Angel’s Teeth used in the following datasheets:

Artificer crozius used in the following datasheets:

Attendant thralls’ fists used in the following datasheets:

Auto boltstorm gauntlet (melee) used in the following datasheets:

Black Sword used in the following datasheets:

Blade of the Scorpion used in the following datasheets:

Blade of the Scorpion (Casan Sabius) used in the following datasheets:

Blades of Reason used in the following datasheets:

Blood Biter used in the following datasheets:

Blood Reaver used in the following datasheets:

Blood talons used in the following datasheets:

Boltstorm gauntlet (melee) used in the following datasheets:

Canis’ wolf claws used in the following datasheets:

Chainsword used in the following datasheets:


– may take Chainsword as an option.

Champion’s blade used in the following datasheets:

Cinder Edge used in the following datasheets:

Claw of the Jackalwolf used in the following datasheets:

Corvus hammer used in the following datasheets:

Crushing tracks used in the following datasheets:

Dead Man’s Hand used in the following datasheets:

Dreadfire claw used in the following datasheets:

Dreadnought chainfist used in the following datasheets:

Duty’s Revelation used in the following datasheets:

Encarmine axe used in the following datasheets:

Encarmine broadsword used in the following datasheets:

Encarmine sword used in the following datasheets:

Enmity’s Edge used in the following datasheets:

Eviscerator used in the following datasheets:

Fast Attack

Executioner relic blade used in the following datasheets:

Elites

Fenrisian great axe used in the following datasheets:

Fist of Dorn used in the following datasheets:

Flail of the Unforgiven used in the following datasheets:

Flamestorm gauntlet (melee) used in the following datasheets:

Flurry of teeth and claws used in the following datasheets:

Foe Ripper used in the following datasheets:

Foehammer (melee) used in the following datasheets:

Frostfang used in the following datasheets:

Furioso fist used in the following datasheets:

Furioso force halberd used in the following datasheets:

Glacius used in the following datasheets:

Glaive of Lamentation used in the following datasheets:

God-splitter used in the following datasheets:

Great frost axe used in the following datasheets:

Elites

Great wolf claw used in the following datasheets:

Halberd of Caliban used in the following datasheets:

Hand of Defiance used in the following datasheets:

Hand of Dominion (melee) used in the following datasheets:

Lords of War

Harrowhand used in the following datasheets:

Heaven’s Teeth used in the following datasheets:

Heavy thunder hammer used in the following datasheets:

Hellslayer used in the following datasheets:

Hunger and Slake used in the following datasheets:

Invictor fist used in the following datasheets:

Ironclad combat weapon used in the following datasheets:

Khan’s spear used in the following datasheets:

Leviathan siege claw used in the following datasheets:

Leviathan siege drill used in the following datasheets:

Lifetaker used in the following datasheets:

Mace of absolution used in the following datasheets:

Malleus Noctum used in the following datasheets:

Master-crafted power axe used in the following datasheets:

Mechadendrite used in the following datasheets:

Medusan Hammer used in the following datasheets:

Omnissian power axe used in the following datasheets:

Paired combat blades used in the following datasheets:

Power lance used in the following datasheets:


– may take Power lance as an option.

Raptorclaw used in the following datasheets:

Raven Sword used in the following datasheets:

Raven’s Talons used in the following datasheets:

Redemptor fist used in the following datasheets:

Rod of Tigurius used in the following datasheets:

Seismic hammer used in the following datasheets:

Siege drills used in the following datasheets:

Spear of Vulkan used in the following datasheets:

Staff of the Stormcaller used in the following datasheets:

Steelsliver used in the following datasheets:

Stonefist used in the following datasheets:

Sword Excellus used in the following datasheets:

Sword of Secrets used in the following datasheets:

Sword of Silence used in the following datasheets:

Sword of the High Marshals used in the following datasheets:

Teeth and claws used in the following datasheets:

Tempest hammer used in the following datasheets:

Termite drill used in the following datasheets:

Dedicated Transport

The Axe Morkai used in the following datasheets:

The Axe Mortalis used in the following datasheets:

The Black Spear (melee) used in the following datasheets:

The Blood Crozius used in the following datasheets:

The Crozius Arkanos used in the following datasheets:

The Emperor’s Sword used in the following datasheets:

Lords of War

The Executioner’s Axe used in the following datasheets:

The Ghost Razors used in the following datasheets:

The Indynabula Array used in the following datasheets:

The Magister’s Axe used in the following datasheets:

The Murderclaws used in the following datasheets:

The Rod of Tigurius used in the following datasheets:

The Talassarian Tempest Blade used in the following datasheets:

The Tarsus Scorpii used in the following datasheets:

Traitor’s Bane used in the following datasheets:

Trueclaw used in the following datasheets:

Vigil spear (melee) used in the following datasheets:

Vitarus used in the following datasheets:

Voidshard used in the following datasheets:

Wulfen claws used in the following datasheets:

Elites

Wulfen frost claws used in the following datasheets:

Elites

Wyrmclaw used in the following datasheets:

Xenophase blade used in the following datasheets:

HQ
Fast Attack

– may take Xenophase blade as an option.

Armorium cherub used in the following datasheets:

Auspex Array used in the following datasheets:

Auto launchers used in the following datasheets:

Banner of Fallen Crusaders used in the following datasheets:

Benediction of Fury used in the following datasheets:

Blizzard shield used in the following datasheets:

Centurion assault launcher used in the following datasheets:

The ASSAULT LAUNCHERS keyword is used in the following Space Marines datasheets:


– if equipped with the Centurion assault launcher this unit gains the ASSAULT LAUNCHERS keyword.
– if equipped with the Ironclad assault launchers this unit gains the ASSAULT LAUNCHERS keyword.

Communication relay used in the following datasheets:

Fortifications

Deathwatch teleport homer used in the following datasheets:

Explorator Augury Web used in the following datasheets:

Heavy Support
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

Grapnel launcher used in the following datasheets:

Haywire Mine used in the following datasheets:

Heavy Armour used in the following datasheets:

Heavy Support

Helix gauntlet used in the following datasheets:

Infernum halo-launcher used in the following datasheets:

Infiltrator comms array used in the following datasheets:

Ironclad assault launchers used in the following datasheets:

Magna-grapple used in the following datasheets:

Orbital comms array used in the following datasheets:

Dedicated Transport

Reiver grav-chute used in the following datasheets:

Elites

Relic shield used in the following datasheets:

Remnant of the Fallen Temple used in the following datasheets:

Sceptre of Anointing used in the following datasheets:

Shield dome used in the following datasheets:

Dedicated Transport
CHARACTER/other model

Teleport homer used in the following datasheets:

Thunderhawk cluster bombs used in the following datasheets:

Vindicator siege shield used in the following datasheets:

Heavy Support

Watcher in the Dark used in the following datasheets:

Wolf standard used in the following datasheets:

Troops
Army List
Datasheets collated
© Vyacheslav Maltsev 2013-2022